ARAnchor 是包含對真是世界位置和方向的轉(zhuǎn)換,anchor 是看不見的,它僅僅是一個對象在 ARKit 的場景中,ARKit 用一個空的 SCNNode 來代表 ARAnchor, 所需要做的就是把 content 作為子節(jié)點添加到它上面去。

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ARPlaneAnchor 包含了位置和方向,和另外一些平面的信息,包括,中點,大小。
觀察平面
為了讓 ARKit 觀察平面,需要設(shè)置 ARConfiguration 對象
config.planeDetection = .horizontal
也可以設(shè)置為檢測豎直的平面
config.planeDetection = .vertical
Handling new plane anchor
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) 當(dāng)有新的錨點添加的時候?qū)|發(fā),當(dāng)觸發(fā)這個方法的時候可以添加內(nèi)容到這個錨點上
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
DispatchQueue.main.async {
let newNode = self.createARPlaneNode(planeAnchor: planeAnchor, color: UIColor.yellow.withAlphaComponent(0.5))
node.addChildNode(newNode)
}
}
ARKit 可能沒有檢測到平面完整的信息,這個時候需要用戶移動產(chǎn)生新的信息,需要根據(jù)新的信息作出更新
func updateARPlaneNode(planeNode: SCNNode, planeAchor: ARPlaneAnchor) {
let planeGeometry = planeNode.geometry as! SCNPlane
planeGeometry.width = CGFloat(planeAchor.extent.x)
planeGeometry.height = CGFloat(planeAchor.extent.z)
planeNode.position = SCNVector3Make(planeAchor.center.x, 0, planeAchor.center.z)
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard let planeNode = anchor as? ARPlaneAnchor else { return }
DispatchQueue.main.async {
self.updateARPlaneNode(planeNode: node.childNodes[0], planeAchor: planeNode)
}
}

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更新 FoucsNode 位置
func updateFoucsNode() {
let result = self.sceneView.hitTest(self.focusPoint, types: [.existingPlaneUsingExtent])
if result.count == 1 {
if let match = result.first {
let t = match.worldTransform
self.focusNode.position = SCNVector3.init(t.columns.3.x, t.columns.3.y, t.columns.3.z)
self.gameState = .swipeToPlay
}
} else {
self.gameState = .pointToSurface
}
}
func renderer(_ renderer: SCNSceneRenderer,
updateAtTime time: TimeInterval) {
DispatchQueue.main.async {
self.updateStatus()
self.updateFoucsNode()
}
}