ARKIT:将对象放置在飞机上无法正常工作 [英] ARKIT : place object on a plane doesn't work properly
问题描述
我正在学习ARKit,并尝试将对象放置在检测到的平面上.但是它无法正常工作,并且飞机和3D对象之间存在空间.
I am learning ARKit and trying to place an object on a detected plane. But it doesn't work properly and there's a space between the plane and the 3D object.
这是我的平面检测代码:
here's my code for the plane detection :
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
position = SCNVector3Make(anchor.transform.columns.3.x, anchor.transform.columns.3.y, anchor.transform.columns.3.z)
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
let plane = SCNPlane(width: CGFloat(planeAnchor.extent.x), height: CGFloat(planeAnchor.extent.z))
planeNode = SCNNode(geometry: plane)
planeNode.position = position
planeNode.transform = SCNMatrix4MakeRotation(-Float.pi / 2.0, 1.0, 0.0, 0.0)
node.addChildNode(planeNode)
}
然后3d模型获得相同的位置:
And then the 3d model gets the same position :
object.position = position
但是当我运行应用程序时,对象和飞机之间有很大的空间.我不知道为什么吗?
But when I run the application there's a big space between the object and the plane. I didn't figure out why ?
推荐答案
因为锚点转换与世界坐标有关. func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor)
中的节点已经位于世界坐标中.因此,您所需要做的就是-将您自己的节点添加为渲染节点的子节点:
Because of anchor transform is related to world coordinates. Node in func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor)
already positioned in world coordinates. So all that you need - is just add you own node as child node for rendered node:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
let plane = SCNPlane(width: CGFloat(planeAnchor.extent.x), height: CGFloat(planeAnchor.extent.z))
planeNode = SCNNode(geometry: plane)
planeNode.position = SCNVector3Zero // Position of `planeNode`, related to `node`
planeNode.transform = SCNMatrix4MakeRotation(-Float.pi / 2.0, 1.0, 0.0, 0.0)
node.addChildNode(planeNode)
}
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