在增强现实中计算与墙尺寸对应的图像尺寸并平滑拖动

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我正在创建一个应用程序,从库中选择图像并使用ARKit垂直平面检测将其放置在墙上。我也能够正确地缩放它,但拖动不是预期的。另外,我也对图像大小感到困惑。我想它就像假设墙壁是10英尺而我想要放置3 * 2英尺的图像。我引用了很多链接和docs.Below是渲染和添加地点图像的代码:

func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for 
anchor: ARAnchor) 
    if nodeWeCanChange == nil
        guard let planeAnchor = anchor as? ARPlaneAnchor else  return 
    
        let width = CGFloat(planeAnchor.extent.x)
        let height = CGFloat(planeAnchor.extent.z)
        nodeWeCanChange = SCNNode(geometry: SCNPlane(width: width, 
        height: height))
        nodeWeCanChange?.position = SCNVector3(planeAnchor.center.x, 0, 
        planeAnchor.center.z)
        nodeWeCanChange?.transform = SCNMatrix4MakeRotation(-Float.pi / 2.0, 1.0, 0.0, 0.0)
        nodeWeCanChange?.geometry?.firstMaterial?.diffuse.contents = UIColor.white
        DispatchQueue.main.async(execute: 
             node.addChildNode(self.nodeWeCanChange!)
             self.zIndex = (self.nodeWeCanChange?.simdPosition.z)!)
      
                                                                   

func placeImage(image : UIImage)
    guard let pointsPerInch = UIScreen.pointsPerInch else
       return
     let pixelWidth = (image.size.width) * (image.scale)
    let pixelHeight = (image.size.height) * (image.scale)
    let inchWidth = pixelWidth/pointsPerInch
    let inchHeight = pixelHeight/pointsPerInch 
    let widthInMetres = (inchWidth * 2.54) / 100
    let heightInMeters = (inchHeight * 2.54) / 100
    let photo = SCNPlane(width: (widthInMetres), height: (heightInMeters))
    nodeWeCanChange?.geometry = photo
    nodeWeCanChange?.geometry?.firstMaterial?.diffuse.contents = image`

@objc func handleTap(_ gestureRecognize: ThresholdPanGesture)

    // Function that handles drag
    let position = gestureRecognize.location(in: augentedRealityView)
    var foundNode:SCNNode? = nil
    do 
         if gestureRecognize.state == .began 
            print("Pan state began")
            //let hitTestOptions = [SCNHitTestOption: Any]()
            let hitResult: [SCNHitTestResult] = (self.augentedRealityView?.hitTest(gestureRecognize.location(in: self.augentedRealityView), options: nil))!
           guard let firstNode  = hitResult.first else 
                    return
                
            print("first node =\(firstNode.node)")
            if firstNode.node.isEqual(nodeWeCanChange)
                foundNode = nodeWeCanChange
                print("node found")
            else if (firstNode.node.parent?.isEqual(nodeWeCanChange))! print("node found")
            else return print("node not found")
            latestTranslatePos = position
        
    
    if gestureRecognize.state == .changed
        let deltaX = Float(position.x - latestTranslatePos.x)/700
        let deltaY = Float(position.y - latestTranslatePos.y)/700
         nodeWeCanChange?.localTranslate(by: SCNVector3Make(deltaX, -deltaY , zIndex))
        latestTranslatePos = position
        print("Pan State Changed")
    
    if gestureRecognize.state == .ended 
        print("Done moving object")
        let deltaX = Float(position.x - latestTranslatePos.x)/700
        let deltaY = Float(position.y - latestTranslatePos.y)/700
        nodeWeCanChange?.localTranslate(by: SCNVector3Make(deltaX, -deltaY , zIndex))
        latestTranslatePos = position
        foundNode = nil
    
`

任何人都可以帮助我,我错过了什么?

答案

这里有两个问题...... ^ __________ ^。

关于规划你的qazxsw poi,最简单的方法是使用qazxsw poi,尽管你可以很容易地修改下面的例子。

假设你的内容被放置在SCNNode上并且你想在飞机上移动它然后你可以做这样的事情(假设你也选择了touches作为你的ARPlaneAnchor)在我的例子中将是图片:

SCNNode

或者,您可以尝试以下方法:

nodeToDrag

关于你的尺寸,你不清楚你想要做什么。但是这里有一个小例子,评论应该有所帮助:

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) 

    //1. Get The Current Touch Point
    guard let currentTouchPoint = touches.first?.location(in: self.augmentedRealityView),
        //2. Get The Existing ARPlaneAnchor
        let hitTest = augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else  return 

    //3. Convert To World Coordinates
    let worldTransform = hitTest.worldTransform

    //4. Set The New Position
    let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)

    //5. Apply To The Node
    nodeToDrag.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)


您还可以创建一个辅助函数,例如:

 override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) 

        //1. Get The Current Touch Point
        guard let currentTouchPoint = touches.first?.location(in: self.augmentedRealityView),
        //2. Get The Existing ARPlaneAnchor
        let hitTest = augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else  return 

        //3. Convert To Local Coordinates
        nodeToDrag.simdPosition.x = Float(hitTest.localTransform.columns.3.x)
        nodeToDrag.simdPosition.y = Float(-hitTest.localTransform.columns.3.z)

    

您可以根据锚点的范围来缩放图片,例如:

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

    //1. Check We Have An ARPlaneAnchor
    guard let planeAnchor = anchor as? ARPlaneAnchor else  return 

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

    //3. Create A Dummy Wall To Illustrate The Vertical Plane
    let dummyWall = SCNNode(geometry: SCNPlane(width: width, height: height))
    dummyWall.geometry?.firstMaterial?.diffuse.contents = UIColor.black
    dummyWall.opacity = 0.5
    dummyWall.eulerAngles.x = -.pi/2
    node.addChildNode(dummyWall)

    //4. Create A Picture Which Will Be Half The Size Of The Wall
    let picture = SCNNode(geometry: SCNPlane(width: width/2, height: height/2))
    picture.geometry?.firstMaterial?.diffuse.contents = UIColor.white

    //5. Add It To The Dummy Wall (As We Dont Assign A Position It Will Be Centered Automatically At SCNVector3Zero)
    dummyWall.addChildNode(picture)

    //6. To Prevent Z-Fighting Move The Picture Forward Slightly
    picture.position.z = 0.0001

更新:

既然你无法让这个例子起作用,并且现在对你的要求更加具体,那么这里是一个完全有效的例子(需要稍加调整),但它应该足以让你指向正确的方向:

//--------------------------
//MARK: - CGFloat Extensions
//--------------------------

extension CGFloat

    /// Desired Scale Factor
    enum Scalar

        case Quarter
        case Third
        case Half
        case ThreeQuarters
        case FullSize

        var value: CGFloat
            switch self 
            case .Quarter:       return 0.25
            case .Third:         return 0.33
            case .Half:          return 0.5
            case .ThreeQuarters: return 0.75
            case .FullSize:      return 1
            
        
    

    /// Returns A CGFloat Based On The Desired Scale
    ///
    /// - Parameter size:  Scalar
    /// - Returns: CGFloat
    func scaledToSize(_ size: Scalar) -> CGFloat 

       return self * size.value

    

希望能帮助到你...

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