解决方案 1 – 使用 func touchesBegan(:with:) 添加 3D 模型
使用以下代码获得所需的效果(在场景中放置任意数量的对象):
为了方便起见,首先创建一个扩展:
import ARKit
extension SCNVector3 {
static func + (lhs: SCNVector3, rhs: SCNVector3) -> SCNVector3 {
return SCNVector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z)
}
}
然后在您的 ViewController 中使用它来将pointOfView.position 添加到desiredVector:
class ViewController: UIViewController {
@IBOutlet var sceneView: ARSCNView!
override func touchesBegan(_ touches: Set<UITouch>,
with event: UIEvent?) {
sceneView.isMultipleTouchEnabled = true
guard let pointOfView = sceneView.pointOfView // ARCamera of SCNScene
else { return }
let cameraMatrix = pointOfView.transform
let desiredVector = SCNVector3(cameraMatrix.m31 * -0.5,
cameraMatrix.m32 * -0.5,
cameraMatrix.m33 * -0.5)
// What the extension SCNVector3 is for //
let position = pointOfView.position + desiredVector
let sphereNode = SCNNode()
sphereNode.geometry = SCNSphere(radius: 0.05)
sphereNode.geometry?.firstMaterial?.diffuse.contents = UIColor.green
sphereNode.position = position
sceneView.scene.rootNode.addChildNode(sphereNode)
}
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene(named: "art.scnassets/myScene.scn")!
sceneView.scene = scene
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let config = ARWorldTrackingConfiguration()
sceneView.session.run(config)
}
}
如果您想从 .scn 文件中检索 3D 模型,请使用以下代码:
(而不是sphereNode):
var modelNode = SCNNode()
let myScene = SCNScene(named: "art.scnassets/ship.scn")
// Model's name in a Scene graph hierarchy.
// Pay particular attention – it's not a name of .scn file.
let nodeName = "ship"
modelNode = (myScene?.rootNode.childNode(withName: nodeName, recursively: true))!
modelNode.position = position
sceneView.scene.rootNode.addChildNode(modelNode)
解决方案 2 - 使用平面检测和命中测试添加 3D 模型
如果您想使用平面检测和命中测试添加模型,请使用以下代码:
为了方便起见,首先创建一个扩展:
extension float4x4 {
var simdThree: SIMD3<Float> {
let translation = self.columns.3
return SIMD3<Float>(translation.x, translation.y, translation.z)
}
}
然后在主代码中使用:
class ViewController: UIViewController {
@IBOutlet weak var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
addGesture()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
sceneView.delegate = self // for ARSCNViewDelegate
let config = ARWorldTrackingConfiguration()
config.planeDetection = [.horizontal]
sceneView.session.run(config)
}
func addGesture() {
let tapGesture = UITapGestureRecognizer(target: self,
action: #selector(ViewController.addModel))
sceneView.addGestureRecognizer(tapGesture)
}
// Don't forget to drag-and-drop TapGestureRecognizer object from library
@objc func addModel(recognizer: UIGestureRecognizer) {
let tap: CGPoint = recognizer.location(in: sceneView)
let results: [ARHitTestResult] = sceneView.hitTest(tap,
types: .existingPlaneUsingExtent)
guard let hitTestResult = results.first
else { return }
let translation = hitTestResult.worldTransform.simdThree
let x = translation.x
let y = translation.y
let z = translation.z
guard let scene = SCNScene(named: "art.scnassets/myScene.scn"),
let robotNode = scene.rootNode.childNode(withName: "robot",
recursively: true)
else { return }
robotNode.position = SCNVector3(x, y, z)
robotNode.scale = SCNVector3(0.02, 0.02, 0.02)
sceneView.scene.rootNode.addChildNode(robotNode)
}
}
而且,您必须在 ARPlaneAnchors 的两个 renderer() 方法中实现一个逻辑:
extension ViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer,
didAdd node: SCNNode,
for anchor: ARAnchor) { // your logic here.... }
func renderer(_ renderer: SCNSceneRenderer,
didUpdate node: SCNNode,
for anchor: ARAnchor) { // your logic here.... }
}