首页 > 解决方案 > 在 ARKit 中检测平面

问题描述

当应用程序在 ARKit 中检测到至少一架飞机时,我如何收到通知?

我目前正在做这样的事情,但它没有触发/它不相关:

extension MyViewController: ARSCNViewDelegate, ARSessionDelegate {
    internal func setupAR() {
        let scene = SCNScene()
        sceneView.scene = scene
        let configuration = ARWorldTrackingConfiguration()
        configuration.planeDetection = [.horizontal]
        sceneView.session.delegate = self
        sceneView.session.run(configuration)
    }

    public func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
        if !anchors.isEmpty {
            print("ANCHORS NOT EMPTY")
            planesDetectedState()
        } else {
            print("Anchors is empty")
        }
    }
}

标签: iosswiftarkit

解决方案


如果你想检测ARAnchors有几种方法可以做到这一点。

第一:您可以使用ARSessionDelegate回调:

public func session(_ session: ARSession, didAdd anchors: [ARAnchor]) { }

哪个:

告诉代理一个或多个锚点已添加到会话中。

因此,使用此回调的示例如下所示:

extension UIViewController: ARSessionDelegate{

    public func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {

        //1. If We Have At Least One ARAnchor Detected The Log The Information
        if !anchors.isEmpty {

            anchors.forEach { (anchor) in

                print("""
                      The Type Of Anchor = \(anchor.classForCoder)
                      The Anchor Identifier = \(anchor.identifier)
                      The Anchor Translation = X: \(anchor.transform.columns.3.x), Y: \(anchor.transform.columns.3.y), Z: \(anchor.transform.columns.3.z)
                      """)
            }
        }

    }
}

第二:您可以使用ARSCNViewDelegate回调:

func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor)

哪个:

告诉代理对应于新 AR 锚点的 SceneKit 节点已添加到场景中。

因此,使用此回调的示例如下所示:

extension ViewController: ARSCNViewDelegate{

    func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {

        //1. Check An ARPlane Anchor Has Been Detected
        guard let planeAnchor = anchor as? ARPlaneAnchor else { return }

        //2. Get The Width & Height Of The Plane
        let width = CGFloat(planeAnchor.extent.x)
        let height = CGFloat(planeAnchor.extent.z)

        //3. Create An SCNPlane So We Can Visualize The Plane Detected
        let plane = SCNPlane(width: width, height: height)

        //4. Set It's Colour
        plane.materials.first?.diffuse.contents = UIColor.cyan

        //5. Create An SCNNode To Hold Our Plane
        let planeNode = SCNNode(geometry: plane)

        //6. Position & Rotate It
        let x = CGFloat(planeAnchor.center.x)
        let y = CGFloat(planeAnchor.center.y)
        let z = CGFloat(planeAnchor.center.z)
        planeNode.position = SCNVector3(x,y,z)
        planeNode.eulerAngles.x = -.pi / 2

        //7. Add It To The Node For Anchor
        node.addChildNode(planeNode)

    }

}

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