方向在两个锚ARCore之间的方向的渲染箭头

问题描述 投票:1回答:1

我有2个锚点,我想在一个锚点处绘制一个箭头对象,并在另一个锚点处绘制箭头的方向。我输入了一些代码,但无法正常工作]

private void drawLine(AnchorNode node1, AnchorNode node2) {

    Vector3 point1, point2;
    point1 = node1.getWorldPosition();
    point2 = node2.getWorldPosition();
    node1.setParent(mArFragment.getArSceneView().getScene());

    //find the vector extending between the two points and define a look rotation
    //in terms of this Vector.
    final Vector3 difference = Vector3.subtract(point1, point2);
    final Vector3 directionFromTopToBottom = difference.normalized();
    final Quaternion rotationFromAToB =
            Quaternion.lookRotation(directionFromTopToBottom, Vector3.up());
    MaterialFactory.makeTransparentWithColor(getApplicationContext(), new Color(247, 181, 0, 0.7f))
            .thenAccept(
                    material -> {
                        // create a rectangular prism, using ShapeFactory.makeCube()
                        // use the difference vector to extend to the necessary length
                        ModelRenderable model = ShapeFactory.makeCube(
                                new Vector3(.15f, .001f, difference.length()),
                                Vector3.zero(), material);

                        // set the world rotation of the node to the rotation calculated earlier
                        // and set the world position to the midpoint between the given points
                        Node nodeForLine = new Node();
                        nodeForLine.setParent(node1);
                        nodeForLine.setRenderable(model);
                        nodeForLine.setWorldPosition(Vector3.add(point1, point2).scaled(.5f));
                        nodeForLine.setWorldRotation(rotationFromAToB);
                    }
            ); // end rendering

    ModelRenderable.builder()
            .setSource(this, Uri.parse("model.sfb"))
            .build()
            .thenAccept(modelRenderable -> {
                AnchorNode anchorNode = new AnchorNode(node1.getAnchor());
                TransformableNode transformableNode = new TransformableNode(mArFragment.getTransformationSystem());
                transformableNode.setParent(anchorNode);
                transformableNode.setRenderable(modelRenderable);
                transformableNode.setWorldRotation(rotationFromAToB);
                mArFragment.getArSceneView().getScene().addChild(anchorNode);

                transformableNode.select();
            })
            .exceptionally(throwable -> {
                AlertDialog.Builder builder = new AlertDialog.Builder(this);
                builder.setMessage(throwable.getMessage()).show();
                return null;
            });
}

您看到箭头已渲染,但方向不正确。Current situation. See image

java android arcore sceneform
1个回答
0
投票

[我认为您希望一个锚点上的箭头指向另一个锚点-您可以使用'setLookDirection'和一个TransformableNode来做到这一点。

请参见下面的示例:

                var newAnchorNode:AnchorNode = AnchorNode(newAnchor)
                var transNode = TransformableNode(arFragment.transformationSystem)
                transNode.setLookDirection(Vector3(0f, 1f, 1f), Vector3.left())
                transNode.renderable = selectedRenderable
                transNode.setParent(newAnchorNode)
                newAnchorNode.setParent(arFragment.arSceneView.scene)

您可以将自己的值用于两个vector3。稍后我将更新方法说明(目前ARCore的文档链接似乎断开了),但是第一个Vector3是您希望可渲染对象“查看”的点,在这种情况下,另一个锚点很可能是第二个; Vector3是场景中可渲染对象的方向-即,如果要使其垂直,面向左等。

需要注意的一点,AFAIK,Sceeform仍然是为横向模式设计的,因此如果不使用横向模式,则可能需要尝试以所需的方式获取方向-例如,上例中的vector3.left()是为了使可渲染对象在人像显示器上直立显示。

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