Я пытался поместить 3d-объект в горизонтальной плоскости, но помещенный 3d-объект не зафиксирован на своей позиции.
В настоящее время я могу разместить 3d-объект в горизонтальной плоскости, но размещенный 3d-объект в горизонтальной плоскости движется,помещенный 3d-объект не фиксируется на своей позиции.
Вот код, который я пытаюсь поместить на 3D-объект в фиксированную позицию:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
// gives us the location of where we touched on the 2D screen.
let touchLocation = touch.location(in: sceneView)
// hitTest is performed to get the 3D coordinates corresponding to the 2D coordinates that we got from touching the screen.
// That 3d coordinate will only be considered when it is on the existing plane that we detected.
let results = sceneView.hitTest(touchLocation, types: .existingPlaneUsingExtent)
// if we have got some results using the hitTest then do this.
if let hitResult = results.first {
let boxScene = SCNScene(named: "art.scnassets/porsche.scn")!
// var boxScene = SCNScene(named: "art.scnassets/porsche.scn")!
if let boxNode = boxScene.rootNode.childNode(withName: "car", recursively: true) {
print("box:::\(boxNode.childNodes)")
boxNode.position = SCNVector3(x: hitResult.worldTransform.columns.3.x, y: hitResult.worldTransform.columns.3.y, z: hitResult.worldTransform.columns.3.z)
// finally the box is added to the scene.
sceneView.scene.rootNode.addChildNode(boxNode)
}
}
}
}
Вот код для определения плоскости:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
if anchor is ARPlaneAnchor {
anchors can be of many types, as we are just dealing with horizontal plane detection we need to downcast anchor to ARPlaneAnchor
let planeAnchor = anchor as! ARPlaneAnchor
creating a plane geometry with the help of dimentions we got using plane anchor.
let plane = SCNPlane(width: CGFloat(planeAnchor.extent.x), height: CGFloat(planeAnchor.extent.z))
// a node is basically a position.
let planeNode = SCNNode()
setting the position of the plane geometry to the position we got using plane anchor.
planeNode.position = SCNVector3(x: planeAnchor.center.x, y: 0, z: planeAnchor.center.z)
// when a plane is created its created in xy plane instead of xz plane, so we need to rotate it along x axis.
planeNode.transform = SCNMatrix4MakeRotation(-Float.pi/2, 1, 0, 0)
//create a material object
let gridMaterial = SCNMaterial()
//setting the material as an image. A material can also be set to a color.
gridMaterial.diffuse.contents = UIImage(named: "art.scnassets/grid.png")
// assigning the material to the plane
plane.materials = [gridMaterial]
// assigning the position to the plane
planeNode.geometry = plane
//adding the plane node in our scene
node.addChildNode(planeNode)
}
else {
return
}
}