嘿,我试图找出如何保持代替简单的节点是我走在它周围ARKit如何保持ARKit SCNNode到位
代码:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
if let planeAnchor = anchor as? ARPlaneAnchor {
if planeDetected == false { // Bool only allows 1 plane to be added
planeDetected = true
self.addPlane(node: node, anchor: planeAnchor)
}
}
}
这增加了SCNNode
func addPlane(node: SCNNode, anchor: ARPlaneAnchor) {
// We add the anchor plane here
let showDebugVisuals = Bool()
let plane = Plane(anchor, showDebugVisuals)
planes[anchor] = plane
node.addChildNode(plane)
// We add our custom SCNNode here
let scene = SCNScene(named: "art.scnassets/PlayerModel.scn")!
let Body = scene.rootNode.childNode(withName: "Body", recursively: true)!
Body.position = SCNVector3.positionFromTransform(anchor.transform)
Body.movabilityHint = .movable
wrapperNode.position = SCNVector3.positionFromTransform(anchor.transform)
wrapperNode.addChildNode(Body)
scnView.scene.rootNode.addChildNode(wrapperNode)
伊夫尝试添加一个平面/锚节点,并把“身体”节点在,但它依然继续。我想也许它与更新功能有关。
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
}
或者最有可能的位置设置
wrapperNode.position = SCNVector3.positionFromTransform(anchor.transform)
Iv'e通过互联网上的每个源/项目文件/视频看了看,没有人有一个简单的解决这个简单的问题。
有没有简单的解决方案。您应该使用表面检测来获得更好的结果,但对象仍然会稍微移动一点。 –
好的,谢谢你确认这不是一个简单的解决方案。 – Hunter