问题
I'm in the process of learning both ARKit and Scenekit concurrently, and it's been a bit of a challenge.
With a ARWorldTrackingSessionConfiguration session created, I was wondering if anyone knew of a way to get the position of the user's 'camera' in the scene session. The idea is I want to animate an object towards the user's current position.
let reaperScene = SCNScene(named: "reaper.dae")!
let reaperNode = reaperScene.rootNode.childNode(withName: "reaper", recursively: true)!
reaperNode.position = SCNVector3Make(0, 0, -1)
let scene = SCNScene()
scene.rootNode.addChildNode(reaperNode)
// some unknown amount of time later
let currentCameraPosition = sceneView.pointOfView?.position
let moveAction = SCNAction.move(to: currentCameraPosition!, duration: 1.0)
reaperNode.runAction(moveAction)
However, it seems that currentCameraPosition is always [0,0,0], even though I am moving the camera around. Any idea what I'm doing wrong? Eventually the idea is I would rotate the object around an invisible sphere until it is in front of the camera and then animate it in, doing something similar to this: Rotate SCNCamera node looking at an object around an imaginary sphere (that way the user sees the object animate towards them)
Thanks for any help.
回答1:
Set yourself as the ARSession.delegate
. Than you can implement session(_:didUpdate:)
which will give you an ARFrame
for every frame processed in your session. The frame has an camera
property that holds information on the cameras transform, rotation and position.
func session(_ session: ARSession, didUpdate frame: ARFrame) {
// Do something with the new transform
let currentTransform = frame.camera.transform
doSomething(with: currentTransform)
}
As rickster pointed out you always can get the current ARFrame
and the camera position through it by calling session.currentFrame
.
This is useful if you need the position just once, eg to move a node where the camera has been but you should use the delegate
method if you want to get updates on the camera's position.
回答2:
I know it had been solved but i have a little neat solution for it .. I would prefere adding a renderer delegate method.. it's a method in ARSCNViewDelegate
func renderer(_ renderer: SCNSceneRenderer, willRenderScene scene: SCNScene, atTime time: TimeInterval) {
guard let pointOfView = sceneView.pointOfView else { return }
let transform = pointOfView.transform
let orientation = SCNVector3(-transform.m31, -transform.m32, transform.m33)
let location = SCNVector3(transform.m41, transform.m42, transform.m43)
let currentPositionOfCamera = orientation + location
print(currentPositionOfCamera)
}
of course you can't by default add the two SCNVector3 out of the box.. so you need to paste out of the class the following
func +(lhv:SCNVector3, rhv:SCNVector3) -> SCNVector3 {
return SCNVector3(lhv.x + rhv.x, lhv.y + rhv.y, lhv.z + rhv.z)
}
回答3:
For your convenience you can create a ViewController
extension with an instance method session(_:didUpdate:)
. Here's the code:
extension ViewController: ARSessionDelegate {
func session(_ session: ARSession, didUpdate frame: ARFrame) {
let transform = currentFrame.camera.transform
print("Updates") // UPDATING
}
}
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self // ARVIEW DELEGATE
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARWorldTrackingConfiguration()
sceneView.session.run(configuration)
sceneView.session.delegate = self // ARSESSION DELEGATE
}
}
来源:https://stackoverflow.com/questions/45084187/arkit-get-current-position-of-arcamera-in-a-scene