ARKit--HITTEST模式
2017-06-19 本文已影响974人
以霏之名
HITTEST介绍
点击测试(hittest),找到与相机图像中的某个点所对应的真实世界面。如果您在 Session (会话) 配置当中启用了 planeDetection 配置的话,那么 ARKit 就会去检测相机图像当中的水平面,并报告其位置和大小。您可以使用点击测试所生成的结果,或者使用所检测到的水平面,从而就可以在场景当中放置虚拟内容,或者与之进行交互。
HITTEST可以想象成,发射一个射线到平面上,碰到的平面的点都做成ARHitTestResult返回。
API
ARSCNView类里定义了hittest的API.
/*
@param point A point in the view's coordinate system.
屏幕坐标系里的点
@param types The types of results to search for.
搜索类型
*/
- (NSArray<ARHitTestResult *> *)hitTest:(CGPoint)point
types:(ARHitTestResultType)types;
一个手指触碰点HITEST的例子
手指触摸的时候,做一次hittest,返回3d坐标系里触摸的点,放一个小物品。
//定义点击手势
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc]
initWithTarget:self
action:@selector(handleTapFrom:)];
- (void)handleTapFrom: (UITapGestureRecognizer *)recognizer {
// Take the screen space tap coordinates and pass them to the hitTest method on the ARSCNView instance
CGPoint tapPoint = [recognizer locationInView:self.sceneView];
NSArray<ARHitTestResult *> *result = [self.sceneView hitTest:tapPoint types:ARHitTestResultTypeExistingPlaneUsingExtent];
// If the intersection ray passes through any plane geometry they will be returned, with the planes
// ordered by distance from the camera
if (result.count == 0) {
return;
}
// If there are multiple hits, just pick the closest plane
ARHitTestResult * hitResult = [result firstObject];
[self insertGeometry:hitResult];
}
hitResult里面worldTransform,直接返回在3D世界的坐标,下面的代码是插入一个小小的cube做一个演示。
- (void)insertGeometry:(ARHitTestResult *)hitResult {
// Right now we just insert a simple cube, later we will improve these to be more
// interesting and have better texture and shading
float dimension = 0.1;
SCNBox *cube = [SCNBox boxWithWidth:dimension height:dimension length:dimension chamferRadius:0];
SCNNode *node = [SCNNode nodeWithGeometry:cube];
// The physicsBody tells SceneKit this geometry should be manipulated by the physics engine
node.physicsBody = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeDynamic shape:nil];
node.physicsBody.mass = 2.0;
node.physicsBody.categoryBitMask = CollisionCategoryCube;
// We insert the geometry slightly above the point the user tapped, so that it drops onto the plane
// using the physics engine
float insertionYOffset = 0.5;
node.position = SCNVector3Make(
hitResult.worldTransform.columns[3].x,
hitResult.worldTransform.columns[3].y + insertionYOffset,
hitResult.worldTransform.columns[3].z
);
[self.sceneView.scene.rootNode addChildNode:node];
[self.boxes addObject:node];
}
具体代码参看例子
demo