【发布时间】:2023-09-29 13:53:01
【问题描述】:
我试图在场景中放置一个对象/锚点,但每次我这样做时都会旋转。我找不到旋转设置的位置,因为打印我们的矩阵给了我 0,0,0 的旋转,所以我有点迷茫:
let point = CGPoint(x: frame.midX, y: frame.midY);
if let result = raycast(from: point, allowing: .estimatedPlane, alignment: .any).first {
mLastObject = name
var transform = simd_float4x4()
transform.columns.0.x = 1.0
transform.columns.1.y = 1.0
transform.columns.2.z = 1.0
transform.columns.3 = result.worldTransform.columns.3
let resultAnchor = AnchorEntity(world: transform) // world ping
let shadow = AnchorEntity(plane: AnchoringComponent.Target.Alignment.horizontal) // shadow ping
resultAnchor.addChild(shadow)
scene.anchors.append(resultAnchor)
print("result : \(resultAnchor.transform)")
print("result2 : \(resultAnchor.orientation)")
print("shadow : \(shadow.transform)")
print("shadow2 : \(shadow.orientation)")
知道如何访问该旋转/删除它以使其与 3d 世界而不是 ipad 旋转对齐吗? TIA
【问题讨论】:
标签: arkit realitykit