如何在 RealityKit 中使用 Raycast 方法? [英] How to use Raycast methods in RealityKit?
问题描述
RealityKit
框架中检测交叉点的方法共有三种,但我不知道如何在我的项目中使用它.
1.
func raycast(origin: SIMD3,方向:SIMD3,长度:浮动,查询:CollisionCastQueryType,掩码:碰撞组,相对于:实体?)->[CollisionCastHit]
2.
func raycast(from: SIMD3,到:SIMD3<浮点>,查询:CollisionCastQueryType,掩码:碰撞组,相对于:实体?)->[CollisionCastHit]
3.
funcconvexCast(convexShape:ShapeResource,fromPosition: SIMD3,从方向:simd_quatf,toPosition: SIMD3,方向:simd_quatf,查询:CollisionCastQueryType,掩码:碰撞组,相对于:实体?)->[CollisionCastHit]
Simple Ray-Casting
<块引用>如果您想了解如何使用 Ray-Casting 方法将在 Reality Composer 中制作的模型放置到 RealityKit 场景(具有检测到的水平面)中,请使用以下代码:
import RealityKit导入 ARKit类视图控制器:UIViewController {@IBOutlet var arView:ARView!让场景=尝试!Experience.loadScene()@IBAction func onTap(_ sender: UITapGestureRecognizer) {scene.steelBox!.name = "包裹";让 tapLocation: CGPoint = sender.location(in: arView)让估计平面:ARRaycastQuery.Target = .estimatedPlane让对齐: ARRaycastQuery.TargetAlignment = .horizontal让结果:[ARRaycastResult] = arView.raycast(来自:tapLocation,允许:估计平面,对齐:对齐)守卫让rayCast:ARRaycastResult = result.first否则{返回}让锚=锚实体(世界:rayCast.worldTransform)anchor.addChild(场景)arView.scene.anchors.append(anchor)打印(光线投射)}}
注意类ARRaycastQuery
.这个类来自 ARKit,而不是 RealityKit.
凸光线投射
<块引用>像 raycast(from:to:query:mask:relativeTo:)
这样的凸光线投射方法是沿直线滑动凸面形状并在第一个交叉点处停止的操作与场景中的任何碰撞形状.场景 raycast()
方法对场景中具有 碰撞形状
的所有实体执行命中测试.没有碰撞形状的实体将被忽略.
您可以使用以下代码执行从开始位置到结束位置的凸射线投射:
import RealityKit让 startPosition: SIMD3= [0, 0, 0]let endPosition: SIMD3= [5, 5, 5]让查询: CollisionCastQueryType = .all让掩码:CollisionGroup = .all让光线投射:[CollisionCastHit] = arView.scene.raycast(from: startPosition,到:结束位置,查询:查询,面具:面具,相对:无)守卫让rayCast:CollisionCastHit = raycasts.first否则{返回}print(rayCast.distance)/* 从射线原点到命中的距离 */print(rayCast.entity.name)/* 被击中的实体名称 */
CollisionCastHit
结构是碰撞投射的命中结果,它存在于 RealityKit 的场景中.
附言
<块引用>当您使用 raycast(from:to:query:mask:relativeTo:)
方法测量从相机到实体的距离时,
There are three ways about Detecting Intersections in RealityKit
framework, but I don't know how to use it in my project.
1.
func raycast(origin: SIMD3<Float>,
direction: SIMD3<Float>,
length: Float,
query: CollisionCastQueryType,
mask: CollisionGroup,
relativeTo: Entity?) -> [CollisionCastHit]
2.
func raycast(from: SIMD3<Float>,
to: SIMD3<Float>,
query: CollisionCastQueryType,
mask: CollisionGroup,
relativeTo: Entity?) -> [CollisionCastHit]
3.
func convexCast(convexShape: ShapeResource,
fromPosition: SIMD3<Float>,
fromOrientation: simd_quatf,
toPosition: SIMD3<Float>,
toOrientation: simd_quatf,
query: CollisionCastQueryType,
mask: CollisionGroup,
relativeTo: Entity?) -> [CollisionCastHit]
Simple Ray-Casting
If you want to find out how to position a model made in Reality Composer into a RealityKit scene (that has a detected horizontal plane) using Ray-Casting method, use the following code:
import RealityKit
import ARKit
class ViewController: UIViewController {
@IBOutlet var arView: ARView!
let scene = try! Experience.loadScene()
@IBAction func onTap(_ sender: UITapGestureRecognizer) {
scene.steelBox!.name = "Parcel"
let tapLocation: CGPoint = sender.location(in: arView)
let estimatedPlane: ARRaycastQuery.Target = .estimatedPlane
let alignment: ARRaycastQuery.TargetAlignment = .horizontal
let result: [ARRaycastResult] = arView.raycast(from: tapLocation,
allowing: estimatedPlane,
alignment: alignment)
guard let rayCast: ARRaycastResult = result.first
else { return }
let anchor = AnchorEntity(world: rayCast.worldTransform)
anchor.addChild(scene)
arView.scene.anchors.append(anchor)
print(rayCast)
}
}
Pay attention to a class ARRaycastQuery
. This class comes from ARKit, not from RealityKit.
Convex-Ray-Casting
A Convex-Ray-Casting methods like
raycast(from:to:query:mask:relativeTo:)
is the op of swiping a convex shapes along a straight line and stopping at the very first intersection with any of the collision shape in the scene. Sceneraycast()
method performs a hit-tests against all entities withcollision shapes
in the scene. Entities without a collision shape are ignored.
You can use the following code to perform a convex-ray-cast from start position to end:
import RealityKit
let startPosition: SIMD3<Float> = [0, 0, 0]
let endPosition: SIMD3<Float> = [5, 5, 5]
let query: CollisionCastQueryType = .all
let mask: CollisionGroup = .all
let raycasts: [CollisionCastHit] = arView.scene.raycast(from: startPosition,
to: endPosition,
query: query,
mask: mask,
relativeTo: nil)
guard let rayCast: CollisionCastHit = raycasts.first
else { return }
print(rayCast.distance) /* The distance from the ray origin to the hit */
print(rayCast.entity.name) /* The entity's name that was hit */
A CollisionCastHit
structure is a hit result of a collision cast and it lives in RealityKit's scene.
P.S.
When you use
raycast(from:to:query:mask:relativeTo:)
method for measuring a distance from camera to entity it doesn't matter what an orientation of ARCamera is, it only matters what its position is in world coordinates.
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