【问题标题】:Detect touch on SCNNode in ARKit在 ARKit 中检测 SCNNode 上的触摸
【发布时间】:2018-07-28 23:29:38
【问题描述】:

我在 ARKit 1.5 beta 中已识别图像的位置放置了一个 SCNNode(一个平面)。当飞机被点击时,我想在控制台上打印一条消息。到目前为止,我有这个代码:

// MARK: - ARSCNViewDelegate (Image detection results)
    /// - Tag: ARImageAnchor-Visualizing
    func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {

        guard let imageAnchor = anchor as? ARImageAnchor else { return }
        let referenceImage = imageAnchor.referenceImage
        updateQueue.async {

            // Create a plane to visualize the initial position of the detected image.
            let plane = SCNPlane(width: referenceImage.physicalSize.width,
                                 height: referenceImage.physicalSize.height)
            let planeNode = SCNNode(geometry: plane)
            planeNode.opacity = 0.25

            /*
             `SCNPlane` is vertically oriented in its local coordinate space, but
             `ARImageAnchor` assumes the image is horizontal in its local space, so
             rotate the plane to match.
             */
            planeNode.eulerAngles.x = -.pi / 2

            /*
             Image anchors are not tracked after initial detection, so create an
             animation that limits the duration for which the plane visualization appears.
             */
            //planeNode.runAction(self.imageHighlightAction)

            // Add the plane visualization to the scene.
            node.addChildNode(planeNode)
        }

        DispatchQueue.main.async {
            let imageName = referenceImage.name ?? ""
            self.statusViewController.cancelAllScheduledMessages()
            self.statusViewController.showMessage("Detected image “\(imageName)”")
        }
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        let touch = touches.first as! UITouch
        if(touch.view == self.sceneView){
            print("touch working")
            let viewTouchLocation:CGPoint = touch.location(in: sceneView)
            guard let result = sceneView.hitTest(viewTouchLocation, options: nil).first else {
                return
            }
            if let planeNode = planeNode, planeNode == result.node {
                print("match")
            }

        }
    }

但我在此行收到“未解析的标识符”错误:if let planeNode = planeNode, planeNode == result.node {,我理解这是因为 planeNode 是在上面的 Renderer 函数中定义的,并且不在正确的范围内。我的问题是如何解决这个问题,因为我不相信我可以在 Renderer 中返回值,也不能将 touchesBegan 函数放在 Renderer 函数中,使其在正确的范围内。谁能给我有关如何解决此问题的任何想法?谢谢!

【问题讨论】:

标签: scenekit arkit scnnode


【解决方案1】:

为了解决这个问题,在你的 ViewController 中声明一个全局变量

class ViewController: UIViewController, ARSCNViewDelegate {

    @IBOutlet var sceneView: ARSCNView!

    var planeNode : SCNNode? = nil

    .....

}

然后使用刚刚声明的planeNode变量并在渲染器方法中将它分配给你的实际planeNode

func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {

     .........

     let planeNode = SCNNode(geometry: plane)
     self.planeNode = planeNode
}

这样你就可以从类中的任何地方访问planeNode

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    let touch = touches.first as! UITouch
    if(touch.view == self.sceneView){
        print("touch working")
        let viewTouchLocation:CGPoint = touch.location(in: sceneView)
        guard let result = sceneView.hitTest(viewTouchLocation, options: nil).first else {
            return
        }
        if let planeNode = planeNode, planeNode == result.node {
            print("match")
        }

    }
}

【讨论】:

  • 你好,如何在用户触摸平面时添加新的scnnode?​​span>
【解决方案2】:
// Add a gesture recognizer
 let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap))
    self.sceneView.addGestureRecognizer(tapGestureRecognizer)
    tapGestureRecognizer.cancelsTouchesInView = false 

@objc func handleTap(sender:UITapGestureRecognizer) {

    guard let sceneView = sender.view as? ARSCNView else {return}
    let touchLcoation = sender.location(in: sceneView)
    let hitTestResult = sceneView.hitTest(touchLcoation, types: .existingPlaneUsingExtent)

    if !hitTestResult.isEmpty {
        // add something to scene 
        // e.g self.sceneView.scene.rootNode.addChildNode(yourNode!)
    }
}

【讨论】:

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