
SceneKit现在可以支持有限的几种模型,截止到我写这篇文章为止似乎只有.dae和.abc后一种模型我没有使用过。这篇文章只针对.dae模型写。
首先如果是希望加载一个已有的,不需要程序在运行的时候动态添加的dae模型。那么我们可以直接新建一个game类型的工程。在选项中选择SceneKit,在程序中加载自带模型的那句话中将模型名称替换即可。本文主要讲一下如何导出dae模型,并在server端动态下载并显示。
首先我们手中有一个.stl或者其他的模型文件,将模型文件转换成.dae文件我使用Blender。
(1)在Blender中新建场景
(2)在右上侧栏中将自动生成的Cube、Camera等3个物体删掉
(3)导入我们已有的模型文件
(4)调整我们的模型文件的方向、大小
(5)在右上侧栏更改模型文件及子文件的名字为你要导出的dae文件的名字(这一步很重要!)
(6)在左侧栏中Edit Options中点击Smooth
(7)File->export->dae
(8)在接下来的页面中,我们选择导出的位置和文件的名字,并且在左侧选项Texture中选择include material texture(同样重要!)
接下来我们在桌面上新建一个文件夹,暂时起名为model,更改后缀为.scnassets,将我们生成好的模型文件拷贝进去。SceneKit对于动态添加文件夹写了两个脚本。不太清楚作用原理是什么,以后再研究吧。暂时知道怎么用就行。将copySceneKitAssets、scntool文件拷贝到model.scnassets所在的目录下,进入终端并cd到该目录下,运行
1 ./copySceneKitAssets model.scnassets -o model-o.scnassets
如果终端没有报错,并且生成了model-o.scnassets,则代表运行成功。
接下来我们把生成的model-o.scnassets文件打包成zip文件,目的是为了能让iPhone客户端下载的时候文件更小。
打包好了之后上传至服务器即可。
两个可执行文件下载链接 http://download.csdn.net/detail/u013588047/8937773
接下来是重头戏,如何在程序中下载,解压,并显示呢。
下载解压我使用了两个开源框架 AFNetworking 和 SSZipArchive ,朋友们可以自行查阅使用方法。
一步一步来,先是下载,解压
1 - (void)downloadZip {
2
3 NSURLSessionConfiguration *configuration = [NSURLSessionConfiguration defaultSessionConfiguration]
4 AFURLSessionManager *manager = [[AFURLSessionManager alloc] initWithSessionConfiguration:configuration]
5 //这里我们用本地链接替代一下,可以使用任意url链接
6 NSURL *URL = [NSURL URLWithString:@"file:///User/name/Desktop/model.scnassets.zip"]
7 NSURLRequest *request = [NSURLRequest requestWithURL:URL]
8
9 NSURLSessionDownloadTask *downloadTask = [manager downloadTaskWithRequest:request progress:nil destination:^NSURL *(NSURL *targetPath, NSURLResponse *response) {
10 NSURL *documentsDirectoryURL = [[NSFileManager defaultManager] URLForDirectory:NSDocumentDirectory inDomain:NSUserDomainMask appropriateForURL:nil create:NO error:nil]
11 return [documentsDirectoryURL URLByAppendingPathComponent:[response suggestedFilename]]
12 } completionHandler:^(NSURLResponse *response, NSURL *filePath, NSError *error) {
13 NSLog(@"File downloaded to: %@", filePath)
14
15 //对文件解压
16 NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES)
17 NSString *documentsDirectory = [paths objectAtIndex:0]
18 NSString *inputPath = [documentsDirectory stringByAppendingPathComponent:@"/product-1-optimized.scnassets.zip"]
19
20 NSError *zipError = nil
21
22 [SSZipArchive unzipFileAtPath:inputPath toDestination:documentsDirectory overwrite:YES password:nil error:&zipError]
23
24 if( zipError ){
25 NSLog(@"[GameVC] Something went wrong while unzipping: %@", zipError.debugDescription)
26 }else {
27 NSLog(@"[GameVC] Archive unzipped successfully")
28 [self startScene]
29 }
30
31 }]
32 [downloadTask resume]
33 }
而对于3d模型场景的创建,我们使用SCNSceneSource,代码如下
1 NSURL *documentsDirectoryURL = [[NSFileManager defaultManager] URLForDirectory:NSDocumentDirectory inDomain:NSUserDomainMask appropriateForURL:nil create:NO error:nil]
2//这里的dae文件名字是我们导出时定义的文件名,下面一段代码中加载的SCNNode是我们之前在面板中改过的模型名
3 documentsDirectoryURL = [documentsDirectoryURL URLByAppendingPathComponent:@"model.scnassets/cube.dae"]
4
5 SCNSceneSource *sceneSource = [SCNSceneSource sceneSourceWithURL:documentsDirectoryURL options:nil]
然后我们加载.dae文件中的模型,作为一个SCNNode,名字为我们在一开始改过的模型名
1 SCNNode *theCube = [sceneSource entryWithIdentifier:@"Cube" withClass:[SCNNode class]]
最后我们设置一下灯光等效果,其实是新建game文件中设置好了的,我们要做的是将SCNNode *theCube加载到Scene中
// Create a new scene
SCNScene *scene = [SCNScene scene]
// create and add a camera to the scene
SCNNode *cameraNode = [SCNNode node]
cameraNode.camera = [SCNCamera camera]
[scene.rootNode addChildNode:cameraNode]
// place the camera
cameraNode.position = SCNVector3Make(0, 0, 15)
// create and add a light to the scene
SCNNode *lightNode = [SCNNode node]
lightNode.light = [SCNLight light]
lightNode.light.type = SCNLightTypeOmni
lightNode.position = SCNVector3Make(0, 10, 10)
[scene.rootNode addChildNode:lightNode]
// create and add an ambient light to the scene
SCNNode *ambientLightNode = [SCNNode node]
ambientLightNode.light = [SCNLight light]
ambientLightNode.light.type = SCNLightTypeAmbient
ambientLightNode.light.color = [UIColor darkGrayColor]
[scene.rootNode addChildNode:ambientLightNode]
// Add our cube to the scene
[scene.rootNode addChildNode:theCube]
// retrieve the SCNView
SCNView *scnView = (SCNView *)self.view
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = YES
// show statistics such as fps and timing information
scnView.showsStatistics = YES
// configure the view
scnView.backgroundColor = [UIColor blackColor]
这样我们就可以动态下载一个dae文件并显示了。
上文说到AR的一些基础内容,这篇我们就来把这个demo走一遍,在做的过程中,补充一些ARKit里常用的方法,这样应该会容易理解一些。
本文demo链接
用ARKit追踪地板的平面。取首次追踪到的平面作为参考平面,此时这个平面与地面大致是重合的(这里读者也可以自己通过一些方法提高精准度,笔者就不再继续深入了)。
取现实中的地面上的点,得到它在我们的平面上的坐标,通过坐标计算距离。
2、追踪平面
在上一篇demo上(没看上一篇的可以不看直接创建一个项目,template选argumented reality app就好了)继续。
我们先在viewDidLoad里设置一下debugOptions,作用是显示点位,方便后面看追踪情况。
self.sceneView.debugOptions = ARSCNDebugOptionShowFeaturePoints//显示追踪到的点位
追踪锚点的代理方法:- (void)renderer:(id)renderer didAddNode:(SCNNode *)node forAnchor:(ARAnchor *)anchor,没有设置代理的先设置一下代理
#pragma mark - ARSCNViewDelegate
//添加节点时候调用(当开启平地捕捉模式之后,如果捕捉到平地,ARKit会自动添加一个平地节点)
-(void)renderer:(id)renderer didAddNode:(SCNNode *)node forAnchor:(ARAnchor *)anchor{
if ([anchor isMemberOfClass:[ARAnchor class]]) {
NSLog(@"平地捕捉")
}
// 添加一个3D平面模型,ARKit只有捕捉能力,锚点只是一个空间位置,要想更加清楚看到这个空间,我们需要给空间添加一个平地的3D模型来渲染他
ARPlaneAnchor *planeAnchor = (ARPlaneAnchor *)anchor
//放一个box,长宽为锚点平面的长宽
SCNBox *plane = [SCNBox boxWithWidth:planeAnchor.extent.x height:0.001 length:planeAnchor.extent.z chamferRadius:0]
SCNMaterial *transparentMaterial = [SCNMaterial new]
transparentMaterial = [self materialNamed:@"tron"]
plane.materials = @[transparentMaterial, transparentMaterial, transparentMaterial, transparentMaterial, transparentMaterial, transparentMaterial]
SCNNode *planeNode = [SCNNode nodeWithGeometry:plane]
planeNode.position =SCNVector3Make(planeAnchor.center.x, 0, planeAnchor.center.z)
[node addChildNode:planeNode]
//为了方便看,在锚点处放一个“坐标系”
SCNTube *tubey = [SCNTube tubeWithInnerRadius:0 outerRadius:0.001 height:5]
tubey.firstMaterial.diffuse.contents = [UIColor blackColor]
SCNNode *tubeNodey = [SCNNode nodeWithGeometry:tubey]
tubeNodey.position = SCNVector3Make(0, 2.5, 0)
[node addChildNode:tubeNodey]
SCNTube *tubex = [SCNTube tubeWithInnerRadius:0 outerRadius:0.001 height:5]
tubex.firstMaterial.diffuse.contents = [UIColor whiteColor]
SCNNode *tubeNodex = [SCNNode nodeWithGeometry:tubex]
tubeNodex.position = SCNVector3Make(0, 0, 0)
tubeNodex.rotation = SCNVector4Make(1, 0, 0, M_PI/2)
[node addChildNode:tubeNodex]
SCNTube *tubez = [SCNTube tubeWithInnerRadius:0 outerRadius:0.001 height:5]
tubez.firstMaterial.diffuse.contents = [UIColor grayColor]
SCNNode *tubeNodez = [SCNNode nodeWithGeometry:tubez]
tubeNodez.position = SCNVector3Make(0, 0, 0)
tubeNodez.rotation = SCNVector4Make(0, 0, 1, M_PI/2)
[node addChildNode:tubeNodez]
_zeroNode = [[SCNNode alloc]init]
_zeroNode = node
//捕捉到第一个平面之后关闭捕捉
self.arConfiguration.planeDetection = ARPlaneDetectionNone
[self.sceneView.session runWithConfiguration:self.arConfiguration]
//添加第一根随着屏幕移动的杆子
[self handleTap:tapGesture]
// [self insertGeometry]
}
//材质修改,具体可以看这篇http://www.jianshu.com/p/07b96c800a1d
- (SCNMaterial *)materialNamed:(NSString *)name {
NSMutableDictionary *materials = [NSMutableDictionary new]
SCNMaterial *mat = materials[name]
if (mat) {
return mat
}
mat = [SCNMaterial new]
mat.lightingModelName = SCNLightingModelPhysicallyBased
mat.diffuse.contents = [UIImage imageNamed:@"tron-albedo"]
mat.roughness.contents = [UIImage imageNamed:@"tron-albedo"]
mat.metalness.contents = [UIImage imageNamed:@"tron-albedo"]
mat.normal.contents = [UIImage imageNamed:@"tron-albedo"]
mat.diffuse.wrapS = SCNWrapModeRepeat
mat.diffuse.wrapT = SCNWrapModeRepeat
mat.roughness.wrapS = SCNWrapModeRepeat
mat.roughness.wrapT = SCNWrapModeRepeat
mat.metalness.wrapS = SCNWrapModeRepeat
mat.metalness.wrapT = SCNWrapModeRepeat
mat.normal.wrapS = SCNWrapModeRepeat
mat.normal.wrapT = SCNWrapModeRepeat
materials[name] = mat
return mat
}
这里是个坑,一定要选ARHitTestResultTypeExistingPlane这个,并且关掉追踪。
- (NSArray*)hitTest:(CGPoint)point types:(ARHitTestResultType)types此方法会返回空值,返回空值的原因:
ARHitTestResultTypeExistingPlane:手机晃动导致无法确定此平面与重力相垂直
ARHitTestResultTypeExistingPlaneUsingExtent:触碰到点在平面之外,则不返回值。
ARHitTestResultTypeEstimatedHorizontalPlane:正常情况一定会返回值。
#pragma mark - handleTap
- (void) handleTap:(UIGestureRecognizer*)gestureRecognize{CGPoint tapPoint = CGPointMake(redPoint.center.x, redPoint.center.y)NSArray*result = [self.sceneView hitTest:tapPoint types:ARHitTestResultTypeExistingPlane]
if (result.count == 0) {
return
}
// If there are multiple hits, just pick the closest plane
ARHitTestResult * hitResult = [result firstObject]
SCNTube *calculareTube = [SCNTube tubeWithInnerRadius:0 outerRadius:0.01 height:1]
calculareTube.firstMaterial.diffuse.contents = [UIColor colorWithRed:0 green:255 blue:0 alpha:0.6]
_calculateNode = [SCNNode nodeWithGeometry:calculareTube ]
// 设置节点的位置为捕捉到的平地的锚点的中心位置 SceneKit框架中节点的位置position是一个基于3D坐标系的矢量坐标SCNVector3Make
_calculateNode.position = SCNVector3Make(
hitResult.worldTransform.columns[3].x,
hitResult.worldTransform.columns[3].y+0.5,
hitResult.worldTransform.columns[3].z
)
[self.sceneView.scene.rootNode addChildNode:_calculateNode]
if (cubeNumber >0) {
SCNNode *previousNode
previousNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-2]
previousNode.geometry.firstMaterial.diffuse.contents = [UIColor greenColor]
if (cubeNumber>1) {
SCNNode *currentNode
currentNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-3]
currentNode.geometry.firstMaterial.diffuse.contents = [UIColor redColor]
if (cubeNumber>2) {
SCNNode *oldNode
oldNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-4]
oldNode.geometry.firstMaterial.diffuse.contents = [UIColor whiteColor]
}
[self calculateDistance]
}
}
cubeNumber += 1
}
//让透明的杆子随着摄像头移动在捕捉到的平面上动起来
#pragma mark - ARSessionDelegate
- (void)session:(ARSession *)session didUpdateFrame:(ARFrame *)frame{
if (cubeNumber == 0) return
CGPoint tapPoint = CGPointMake(redPoint.center.x, redPoint.center.y)NSArray*result = [self.sceneView hitTest:tapPoint types:ARHitTestResultTypeExistingPlane]
if (result.count == 0) {
return
}
// If there are multiple hits, just pick the closest plane
ARHitTestResult * hitResult = [result firstObject]
SCNNode *currentNode
currentNode = [self.sceneView.scene.rootNode.childNodes lastObject]
// 设置节点的位置为捕捉到的平地的锚点的中心位置 SceneKit框架中节点的位置position是一个基于3D坐标系的矢量坐标SCNVector3Make
currentNode.position = SCNVector3Make(
hitResult.worldTransform.columns[3].x,
hitResult.worldTransform.columns[3].y+0.5,
hitResult.worldTransform.columns[3].z
)
}
//计算距离
-(void)calculateDistance{
CGFloat distance
SCNNode *previousNode
previousNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-3]
SCNNode *currentNode
currentNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-2]
distance = sqrt((previousNode.position.x-currentNode.position.x)*(previousNode.position.x-currentNode.position.x)+(previousNode.position.z-currentNode.position.z)*(previousNode.position.z-currentNode.position.z))
distanceLab.text = [NSString stringWithFormat:@"上两点距离:%f 米",distance]
}
//手势添加杆子方法
#pragma mark - handleTap
- (void) handleTap:(UIGestureRecognizer*)gestureRecognize{
CGPoint tapPoint = CGPointMake(redPoint.center.x, redPoint.center.y)NSArray*result = [self.sceneView hitTest:tapPoint types:ARHitTestResultTypeExistingPlane]
if (result.count == 0) {
return
}
// If there are multiple hits, just pick the closest plane
ARHitTestResult * hitResult = [result firstObject]
SCNTube *calculareTube = [SCNTube tubeWithInnerRadius:0 outerRadius:0.01 height:1]
calculareTube.firstMaterial.diffuse.contents = [UIColor colorWithRed:0 green:255 blue:0 alpha:0.6]
_calculateNode = [SCNNode nodeWithGeometry:calculareTube ]
// 设置节点的位置为捕捉到的平地的锚点的中心位置 SceneKit框架中节点的位置position是一个基于3D坐标系的矢量坐标SCNVector3Make
_calculateNode.position = SCNVector3Make(
hitResult.worldTransform.columns[3].x,
hitResult.worldTransform.columns[3].y+0.5,
hitResult.worldTransform.columns[3].z
)
[self.sceneView.scene.rootNode addChildNode:_calculateNode]
if (cubeNumber >0) {
SCNNode *previousNode
previousNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-2]
previousNode.geometry.firstMaterial.diffuse.contents = [UIColor greenColor]
if (cubeNumber>1) {
SCNNode *currentNode
currentNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-3]
currentNode.geometry.firstMaterial.diffuse.contents = [UIColor redColor]
if (cubeNumber>2) {
SCNNode *oldNode
oldNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-4]
oldNode.geometry.firstMaterial.diffuse.contents = [UIColor whiteColor]
}
[self calculateDistance]
}
}
cubeNumber += 1
}
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