我正在尝试ARKit,并使用this tutorial设置了ARSCNView
。用ARKit显示dae文件并跟踪场景中的锚点
然后设置跟踪水平3D平面与this tutorial.
第二部分我创建单个视图应用程序然后所约束的ARSCNView
冲洗到根视图具有出口到我ViewController
。
这里是在ViewController
代码:
import UIKit
import ARKit
class ViewController: UIViewController {
//MARK: Properties
@IBOutlet weak var arScene: ARSCNView!
//MARK: ARKit variables
var realityConfiguration: ARWorldTrackingSessionConfiguration?
//MARK: Lifecycle
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.prepare()
}
//MARK: Actions
//MARK: Overrides
}
extension ViewController {
func prepare() {
//Check to see if active reality is supported
guard ARSessionConfiguration.isSupported else {
//Custom alert function that just quickly displays a UIAlertController
AppDelegate.alert(title: "Not Supported", message: "Active Reality is not supported on this device")
return
}
//Set up the ARSessionConfiguration
self.realityConfiguration = ARWorldTrackingSessionConfiguration()
//Set up the ARSCNView
guard let config = self.realityConfiguration else {
return
}
//Run the ARSCNView and set its delegate
self.arScene.session.run(config)
self.arScene.delegate = self
}
}
extension ViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
return nil
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planAnchor = anchor as? ARPlaneAnchor else {
return
}
let plane = SCNPlane(width: CGFloat(planAnchor.extent.x), height: CGFloat(planAnchor.extent.z))
let planeNode = SCNNode(geometry: plane)
planeNode.position = SCNVector3Make(planAnchor.center.x, 0, planAnchor.center.z)
planeNode.transform = SCNMatrix4MakeRotation(-Float.pi/2, 1, 0, 0)
node.addChildNode(planeNode)
}
func renderer(_ renderer: SCNSceneRenderer, willUpdate node: SCNNode, for anchor: ARAnchor) {
print("Will updated Node on Anchor: \(anchor.identifier)")
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
print("Did updated Node on Anchor: \(anchor.identifier)")
}
func renderer(_ renderer: SCNSceneRenderer, didRemove node: SCNNode, for anchor: ARAnchor) {
print("Removed Node on Anchor: \(anchor.identifier)")
}
}
我下载的Xcode 9测试版,随后苹果教程,实现了我的手机(iPhone 6)没有为ARWorldTrackingSessionConfiguration
对象所需的A9芯片。
大约在我链接的第一篇教程中,Apple说你仍然可以在没有A9芯片的情况下创建AR体验。但是,他们没有进一步详细说明。有没有其他人发现了一个出发点,并愿意提供使用.dae文件和
- 选择一个锚点,以显示它
- 跟踪锚点上
- 实际显示的代码示例。 dae文件
您可以使用增强现实模板创建新的iOS应用程序,并从内容技术弹出式菜单中选择SceneKit或SpriteKit。 –