ARKit连载三之太空尺
2017-09-09 本文已影响0人
阿文灬
太空尺.gif
太空尺原理非常简单:通过ARKit捕捉真实世界的两个点,然后计算出两个点之间的距离。所以可以直接下载代码查看,下面列出重要实现步骤及代码。
1, 是否划线-状态控制
class ViewController
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if !isMeasuring {
// 开始测量
isMeasuring = true
targetImageView.image = UIImage(named: "GreenTarget")
vectorStart = SCNVector3()
vectorEnd = SCNVector3()
} else {
// 测量结束
isMeasuring = false
if let line = currentLine {
lines.append(line)
currentLine = nil
targetImageView.image = UIImage(named: "WhiteTarget")
}
}
}
2, 因为我们要时刻扫描划线,所以实现代理方法:func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval)
。
class ViewController
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
DispatchQueue.main.async {
scanWorld()
}
}
后边所有步骤及代码几乎都在scanWorld方法内为其服务
3, 这里捕捉点,就通过屏幕的中心点捕捉吧!
class ViewController.scanWorld()
let point = view.center
let results = sceneView.hitTest(point, types: [.featurePoint])
guard let result = results.first else {
return
}
let transform = result.worldTransform
let worldPosition = SCNVector3Make(transform.columns.3.x, transform.columns.3.y, transform.columns.3.z)
4, 控制划线状态与划线的逻辑:
- 在刚开启划线状态时,通过步骤3中扫描的点作为线的终点,如果起点都还没有确定,那么该点还是线的起点。
- 在确定起点时,创建Line对象
- 在确定终点时,更新线。因为划线状态没有被切换时,终点一直在变,也就是前面创建的展示线的节点一直在变
class ViewController.scanWorld()
if isMeasuring {
// 确定线的起点,创建线条
if vectorStart == vectorZero {
vectorStart = worldPosition
currentLine = Line(sceneView: sceneView, startVector: vectorStart, unit: unit)
}
// 更新线条
currentLine?.update(to: worldPosition)
infoLabel.text = currentLine?.distance ?? "update line..."
}
extension SCNVector3: Equatable {
public static func == (lhs: SCNVector3, rhs: SCNVector3) -> Bool {
return (lhs.x == rhs.x) && (lhs.y == rhs.y) && (lhs.z == rhs.z)
}
}
5, 上边代码创建Line不是关键,而是Line的更新:currentLine?.update(to: worldPosition)
- 此时worldPosition就表示currentLine的终点
- 由于线的终点变化,所以需要移除掉之前的线节点
- 通过起点与新的终点,创建并展示新的线节点
class Line:
var distance: String? {
let distanceX = startVector.x - endVector.x
let distanceY = startVector.y - endVector.y
let distanceZ = startVector.z - endVector.z
let value = sqrt((distanceX * distanceX) + (distanceY * distanceY) + (distanceZ * distanceZ))
return String(format:"%0.2f %@", value*unit.factor, unit.name)
}
func update(to vector: SCNVector3) {
lineNode?.removeFromParentNode()
endVector = vector
lineNode = startVector.line(to: endVector, color: color)
sceneView.scene.rootNode.addChildNode(lineNode!)
// 文字节点
text.string = distance // text是SCNText,是文字节点的几何形
textNode.position = SCNVector3((startVector.x + vector.x) / 2.0 , (startVector.y + vector.y) / 2.0 ,(startVector.z + vector.z) / 2.0 )
endNode.position = vector
if endNode.parent == nil {
sceneView.scene.rootNode.addChildNode(endNode)
}
}
6, 通过两点之间在3D场景划线:startVector.line(to: endVector, color: color)
extension SCNVector3
func line(to vector: SCNVector3, color: UIColor) -> SCNNode {
let indices: [UInt32] = [0, 1]
let source = SCNGeometrySource(vertices: [self, vector])
let element = SCNGeometryElement(indices: indices, primitiveType: .line)
let geometry = SCNGeometry(sources: [source], elements: [element])
geometry.firstMaterial?.diffuse.contents = color
let node = SCNNode(geometry: geometry)
return node
}