ARKit Stereo – 是否可以同时运行两个 ARSCNView? [英] ARKit Stereo – Is it possible to run two ARSCNView at the same time?

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问题描述

我想对我现有的 AR 应用做一些修改,我想拆分视图并添加到 2 个 ARSCNView 中,这样用户就可以使用 VR Card Box 并有不同的体验但 Xcode 总是让我回来:

Session (0x102617d10): 失败,错误:Error Domain=com.apple.arkit.error Code=102所需的传感器失败."

所以,我假设我不能同时运行 2 个 ARSCNView 会话,还是我错了?

解决方案

答案是:是的,这是可能的.

使用下面的代码来完成它:

导入 UIKit导入场景套件导入 ARKit类视图控制器:UIViewController,ARSCNViewDelegate {@IBOutlet 弱 var 场景视图:ARSCNView!@IBOutlet 弱变量sceneView2:ARSCNView!覆盖 func viewDidLoad() {super.viewDidLoad()场景视图.delegate = selfsceneView.showsStatistics = true让scene = SCNScene(命名为:art.scnassets/ship.scn")!场景视图.场景 = 场景场景视图.isPlaying = true//设置sceneView2sceneView2.scene = 场景sceneView2.showsStatistics = sceneView.showsStatistics//现在sceneView2 开始接收更新sceneView2.isPlaying = true}覆盖 func viewWillAppear(_ 动画:布尔){super.viewWillAppear(动画)让配置 = ARWorldTrackingConfiguration()场景视图.会话.运行(配置)}覆盖 func viewWillDisappear(_ 动画:布尔){super.viewWillDisappear(动画)场景视图.session.pause()}func 渲染器(_ 渲染器:SCNSceneRenderer,updateAtTime 时间:TimeInterval){DispatchQueue.main.async {self.updateFrame()}}功能更新框架(){//为第二个视图克隆 pointOfView让 pointOfView: SCNNode = (sceneView.pointOfView?.clone())!//确定右眼的调整位置让方向:SCNQuaternion = pointOfView.orientation让orientationQuaternion: GLKQuaternion = GLKQuaternionMake(orientation.x,方向.y,方向.z,方向.w)让 eyePos: GLKVector3 = GLKVector3Make(1.0, 0.0, 0.0)让rotatedEyePos: GLKVector3 = GLKQuaternionRotateVector3(orientationQuaternion,眼睛位置)让rotatedEyePosSCNV: SCNVector3 = SCNVector3Make(rotatedEyePos.x,旋转EyePos.y,旋转的EyePos.z)let mag: Float = 0.064//眼间距离(以米为单位)pointOfView.position.x +=rotatedEyePosSCNV.x * magpointOfView.position.y +=rotatedEyePosSCNV.y * magpointOfView.position.z +=rotatedEyePosSCNV.z * mag//为 SecondView 设置 PointOfViewsceneView2.pointOfView = pointOfView}}

<块引用>

有关详细信息,请查看 GitHub 上的

I was thinking to do some modification to my existing AR app, and I wanted to split the view and add inside 2 ARSCNView in this way users can use the VR Card Box and have a different experience but Xcode is always returning me:

Session (0x102617d10): did fail with error: Error Domain=com.apple.arkit.error Code=102 "Required sensor failed."

So, I'm supposing that I can't run 2 ARSCNView sessions at the same time, or am I wrong?

解决方案

The answer is: Yes, it's possible.

Use the following code to accomplish it:

import UIKit
import SceneKit
import ARKit

class ViewController: UIViewController, ARSCNViewDelegate {

    @IBOutlet weak var sceneView: ARSCNView!
    @IBOutlet weak var sceneView2: ARSCNView!

    override func viewDidLoad() {
        super.viewDidLoad()

        sceneView.delegate = self
        sceneView.showsStatistics = true
        let scene = SCNScene(named: "art.scnassets/ship.scn")!
        sceneView.scene = scene
        sceneView.isPlaying = true

        // Setup for sceneView2
        sceneView2.scene = scene
        sceneView2.showsStatistics = sceneView.showsStatistics

        // Now sceneView2 starts receiving updates
        sceneView2.isPlaying = true     
    }

    override func viewWillAppear(_ animated: Bool) {
        super.viewWillAppear(animated)
        let configuration = ARWorldTrackingConfiguration()
        sceneView.session.run(configuration)
    }
    override func viewWillDisappear(_ animated: Bool) {
        super.viewWillDisappear(animated)
        sceneView.session.pause()
    }
    func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
        DispatchQueue.main.async {
            self.updateFrame()
        }
    }
    func updateFrame() {   
        // Clone pointOfView for Second View
        let pointOfView: SCNNode = (sceneView.pointOfView?.clone())!

        // Determine Adjusted Position for Right Eye
        let orientation: SCNQuaternion = pointOfView.orientation
        let orientationQuaternion: GLKQuaternion = GLKQuaternionMake(orientation.x, 
                                                                     orientation.y, 
                                                                     orientation.z, 
                                                                     orientation.w)
        let eyePos: GLKVector3 = GLKVector3Make(1.0, 0.0, 0.0)
        let rotatedEyePos: GLKVector3 = GLKQuaternionRotateVector3(orientationQuaternion, 
                                                                   eyePos)
        let rotatedEyePosSCNV: SCNVector3 = SCNVector3Make(rotatedEyePos.x, 
                                                           rotatedEyePos.y, 
                                                           rotatedEyePos.z)  
        let mag: Float = 0.064 // Interocular distance (in metres)
        pointOfView.position.x += rotatedEyePosSCNV.x * mag
        pointOfView.position.y += rotatedEyePosSCNV.y * mag
        pointOfView.position.z += rotatedEyePosSCNV.z * mag

        // Set PointOfView for SecondView
        sceneView2.pointOfView = pointOfView    
    }
}

For more details look at this project on a GitHub.

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