英文:
How do I automatically set the world origin to a new point on the floor and tether a 3D model there
问题
I want to do the followings automatically:
(1)
自动异步加载一个3D模型,例如高50厘米的花瓶。(2)
检测地板上垂直于世界原点(设备的初始位置)的点P,并将P设置为新的世界原点。(3)
在(2)中获取的点P处放置(1)中的3D模型。
因此,实际上,如果我侧身走开,我将看到一个花瓶站在我原来的位置上。
在我能执行(3)之前,我需要等待(1)和(2),并且我希望自动执行它们都让我感到困惑。
我应该如何解决这个问题?
我尝试使用以下代码生成一个AnchorEntity:
let floorAnchorEntity = AnchorEntity(plane: [.horizontal],
classification: [.floor],
minimumBounds: [0.5, 0.5])
floorAnchorEntity.name = "floor anchor entity"
arView.scene.addAnchor(floorAnchorEntity)
然后,我尝试“同步”加载一个模型并将其连接到锚定实体:
do {
let modelEntity = try Entity.load(named: modelName)
floorAnchorEntity.addChild(modelEntity)
} catch {
assertionFailure("could not load assets.")
}
我预期在地板上看到模型,但屏幕上没有看到任何内容。另外,锚定实体的“isActive”标志为“false”。
英文:
I want to do the followings automatically:
(1)
asynchronously load a 3D model, for example a vase 50 cm tall(2)
detect the point P on the floor that is vertically down from the world origin (initial location of the device) and set P as the new world origin(3)
place the 3D model from (1) at P acquired in (2).
So, in effect, I'd see a vase standing at where I was if I were to step aside.
The fact that I need to wait on both (1) and (2) before I can perform (3), and that I want to perform all of them automatically got me really lost.
How should I approach this problem?
I tried to generate an AnchorEntity with the following:
let floorAnchorEntity = AnchorEntity(plane: [.horizontal],
classification: [.floor],
minimumBounds: [0.5, 0.5])
floorAnchorEntity.name = "floor anchor entity"
arView.scene.addAnchor(floorAnchorEntity)
And load a model 'synchronously' and tether to the anchor entity:
do {
let modelEntity = try Entity.load(named: modelName)
floorAnchorEntity.addChild(modelEntity)
} catch {
assertionFailure("could not load assets.")
}
I was expecting to see the model on the floor but I do not see any thing on the screen. Additionally, 'isActive' flag of the anchor entity is 'false'.
答案1
得分: 1
设置新的世界坐标原点
以下方法可以帮助您异步加载一个Reality Composer场景,提取一个模型,然后创建并跟踪一个水平面锚点(带有一个连接的模型),最后通过Combine的订阅者设置一个新的世界坐标原点。
然而,如果您的跟踪不准确,锚点的姿势和全新的世界坐标原点之间会存在一些差异。因此,在4秒后,我们会修正模型的变换。
import RealityKit
import UIKit
import Combine
class ViewController: UIViewController {
@IBOutlet var arView = ARView(frame: .zero)
var subs: [Cancellable] = []
override func viewDidLoad() {
super.viewDidLoad()
arView.debugOptions = [.showWorldOrigin]
Experience.loadBoxAsync { result in
switch result {
case let .success(scene):
guard let model = scene.steelBox else { return }
let anchor = AnchorEntity(.plane(.horizontal,
classification: .floor,
minimumBounds: [0.5, 0.5]))
anchor.addChild(model)
var sub = arView.scene.subscribe(to: SceneEvents.DidAddEntity.self) { _ in
self.arView.session.setWorldOrigin(relativeTransform:
model.transformMatrix(relativeTo: nil))
}
if subs.count == 0 { subs.append(sub) }
arView.scene.anchors.append(anchor)
DispatchQueue.main.asyncAfter(deadline: .now() + 4.0) {
print(model.position(relativeTo: nil)) // 1
model.setTransformMatrix(matrix_identity_float4x4, relativeTo: nil)
print(model.position(relativeTo: nil)) // 2
}
case let .failure(error):
print("由于 \(error) 的原因无法异步加载场景")
}
}
}
}
第1次打印结果:SIMD3
第2次打印结果:SIMD3
附注:
欲了解更多信息,请阅读此帖子。
英文:
Setting new World Origin
The following approach helps you asynchronously load a Reality Composer scene, extract a model, then create and track a horizontal plane anchor (with a tethered model), and finally set a new World Origin with the help of Combine's subscriber.
However, there will be some discrepancy between the pose of the anchor and the brand-new World Origin if your tracking is bad. So, after 4 seconds, we rectify model's transform.
import RealityKit
import UIKit
import Combine
class ViewController: UIViewController {
@IBOutlet var arView = ARView(frame: .zero)
var subs: [Cancellable] = []
override func viewDidLoad() {
super.viewDidLoad()
arView.debugOptions = [.showWorldOrigin]
Experience.loadBoxAsync { result in
switch result {
case let .success(scene):
guard let model = scene.steelBox else { return }
let anchor = AnchorEntity(.plane(.horizontal,
classification: .floor,
minimumBounds: [0.5, 0.5]))
anchor.addChild(model)
var sub = arView.scene.subscribe(to: SceneEvents.DidAddEntity.self) { _ in
self.arView.session.setWorldOrigin(relativeTransform:
model.transformMatrix(relativeTo: nil))
}
if subs.count == 0 { subs.append(sub) }
arView.scene.anchors.append(anchor)
DispatchQueue.main.asyncAfter(deadline: .now() + 4.0) {
print(model.position(relativeTo: nil)) // 1
model.setTransformMatrix(matrix_identity_float4x4, relativeTo: nil)
print(model.position(relativeTo: nil)) // 2
}
case let .failure(error):
print("Failed to asynchronously load scene due to \(error)")
}
}
}
}
// 1st print result: SIMD3<Float>(-0.011, 0.018, -0.005)
// 2nd print result: SIMD3<Float>(0.0, 0.0, 0.0)
P. S.
For more info, read this post.
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