当我使用从当前ARFrame转换来将对象放置在相机前时,它似乎使用设备的横向作为方向。因此,如果我将设备保持为纵向并放置一个对象,它将出现90度倾斜。
我希望对象的方向相对于设备的纵向而言。这个可能吗?还是我必须旋转锚点?如何做到呢?
这是我创建锚点的方式:
@IBAction func add(_ sender: Any) {
guard let currentFrame = self.sceneView.session.currentFrame else { return }
var translation = matrix_identity_float4x4
translation.columns.3.z = -1
let transform = currentFrame.camera.transform
let anchorTransform = matrix_multiply(transform, translation)
var anchor = ARAnchor(transform: anchorTransform)
self.sceneView.session.add(anchor: anchor)
}
以下是我创建用于渲染的节点的方式。请注意,我在一个父节点中有两个子节点,因为我希望能够将这两个节点作为一个整体移动。
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
let childOne = SCNNode()
childOne.geometry = SCNBox(width: 0.5, height: 0.1, length: 0.3, chamferRadius: 0)
childOne.geometry?.firstMaterial?.diffuse.contents = UIColor.green
let childTwo = SCNNode()
childTwo.geometry = SCNBox(width: 0.2, height: 0.5, length: 0.1, chamferRadius: 0)
childTwo.position = SCNVector3(0, 0.25, 0)
childTwo.geometry?.firstMaterial?.diffuse.contents = UIColor.red
let node = SCNNode()
node.addChildNode(nodeOne)
node.addChildNode(nodeTwo)
return node
}
更新
通过创建一个旋转矩阵来旋转Z轴90度,然后将其乘以平移矩阵,问题已解决。
@IBAction func add(_ sender: Any) {
guard let currentFrame = self.sceneView.session.currentFrame else { return }
var translation = matrix_identity_float4x4
translation.columns.3.z = -1
let transform = currentFrame.camera.transform
let rotation = matrix_float4x4(SCNMatrix4MakeRotation(Float.pi/2, 0, 0, 1))
let anchorTransform = matrix_multiply(transform, matrix_multiply(translation, rotation))
var anchor = ARAnchor(transform: anchorTransform)
self.sceneView.session.add(anchor: anchor)
}