当我使用从当前arframe的转换将对象放在相机前面时,它似乎将景观用作设备的方向。因此,如果我将设备固定在肖像中并放置一个物体,它将看起来倾斜90度。
我希望将对象的方向相对于设备的肖像放置。有可能改变吗?还是我必须旋转锚?那将如何做?
这是我创建锚的方式:
@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)
}
及以下是我如何创建用于渲染的节点。请注意,我希望能够将这两个节点移动为一个。
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
}
update
通过创建用于旋转Z轴90度的旋转矩阵,然后将其乘以翻译矩阵。
@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)
}
如果您通过PointOfView获得相机矩阵
,肖像-VS-vs-landscape似乎会自动工作 let anchorTransform = pointOfView!.convertTransform(SCNMatrix4MakeTranslation(0, 0, -1), to: nil)