使用LiDAR网格碰撞RealityKit 3D模型

如何解决使用LiDAR网格碰撞RealityKit 3D模型

我花了很多天试图理解和遵循示例,但没有成功。 我的目标是将虚拟AR对象放置到先前使用LiDAR扫描的真实世界中。使用showSceneUnderstanding,我可以看到创建的实时网格就可以了。 使用点击功能,我可以插入一个usdz文件,也可以。 因为我有toyModel.physicsBody?.mode = .kinematicself.arView.installGestures(for: toyRobot),所以我可以移动/缩放模型。 现在希望能够移动模型并与LiDAR生成的网格碰撞。例如,当我将模型移动到扫描的墙上时,网格就停止了。

这是我完整的代码:

import UIKit
import RealityKit
import ARKit

class ViewController: UIViewController,ARSessionDelegate {
    
    @IBOutlet var arView: ARView!
    var tapRecognizer = UITapGestureRecognizer()
    
    override func viewDidLoad() {
        super.viewDidLoad()
        
        self.arView.session.delegate = self
        
        //Scene Understanding options
        self.arView.environment.sceneUnderstanding.options.insert([.physics,.collision,.occlusion])
        
        //Only for dev
        self.arView.debugOptions.insert(.showSceneUnderstanding)
        
        self.tapRecognizer = UITapGestureRecognizer(target: self,action: #selector(placeObject(_:)))
        self.arView.addGestureRecognizer(self.tapRecognizer)
        
    }
    
    @objc func placeObject(_ sender: UITapGestureRecognizer) {
        
        // Perform a ray cast against the mesh (sceneUnderstanding)
        // Note: Ray-cast option ".estimatedPlane" with alignment ".any" also takes the mesh into account.
        let tapLocation = sender.location(in: arView)
        if let result = arView.raycast(from: tapLocation,allowing: .estimatedPlane,alignment: .any).first {
            
            // Load the "Toy robot"
            let toyRobot = try! ModelEntity.loadModel(named: "toy_robot_vintage.usdz")
                
            // Add gestures to the toy (only available is physicsBody mode == kinematic)
            self.arView.installGestures(for: toyRobot)
            
            // Toy Anchor to place the toy on surface
            let toyAnchor = AnchorEntity(world: result.worldTransform)
                toyAnchor.addChild(toyRobot)
            
            // Create a "Physics" model of the toy in order to add physics mode
            guard let toyModel = toyAnchor.children.first as? HasPhysics else {
                return
            }
            
            // Because toyModel is a fresh new model we need to init physics
            toyModel.generateCollisionShapes(recursive: true)
            toyModel.physicsBody = .init()
            
            // Add the physics body mode
            toyModel.physicsBody?.mode = .kinematic
            
            let test = ShapeResource.generateConvex(from: toyRobot.model!.mesh)
            
            toyModel.components[CollisionComponent] = CollisionComponent(shapes: [test],mode: .default,filter: .default)
            
            // Finally add the toy anchor to the scene
            self.arView.scene.addAnchor(toyAnchor)
        }
        
    }
}

有人知道是否有可能实现这一目标?提前非常感谢!

解决方法

尝试向下广播到Entity & HasPhysics

guard let model = anchor.children.first as? (Entity & HasPhysics) 
else { return }

model.generateCollisionShapes(recursive: true)
model.physicsBody = PhysicsBodyComponent(shapes: [.generateBox(size: .one)],mass: 1.0,material: .default,mode: .kinematic)

官方文档says

对于非模型实体 generateCollisionShapes(recursive:)方法无效。不过,该方法是为所有实体定义的,因此您可以在任何实体上调用该方法,并使计算以递归方式传播到该实体的所有后代。

,

在前面使用@AndyFedoroff进行讨论之后,我添加了凸光线射线投射,以便始终将放置的3d对象与LiDAR创建的网格碰撞。这是我的完整代码。我不知道我是否做得很好...无论如何仍然无法正常工作。

import UIKit
import RealityKit
import ARKit

class ViewController: UIViewController,ARSessionDelegate {
    
    @IBOutlet var arView: ARView!
    
    var tapRecognizer = UITapGestureRecognizer()
    var panGesture = UIPanGestureRecognizer()
    var panGestureEntity: Entity? = nil
    
    override func viewDidLoad() {
        super.viewDidLoad()
        
        self.arView.session.delegate = self
        
        //Scene Understanding options
        self.arView.environment.sceneUnderstanding.options.insert([.physics,.collision,.occlusion])
        
        //Only for dev
        self.arView.debugOptions.insert(.showSceneUnderstanding)
        
        self.tapRecognizer = UITapGestureRecognizer(target: self,action: #selector(self.placeObject))
        self.arView.addGestureRecognizer(self.tapRecognizer)
        
        self.panGesture = UIPanGestureRecognizer(target: self,action: #selector(self.didPan))
        self.arView.addGestureRecognizer(self.panGesture)
    }
    
    @objc func placeObject(_ sender: UITapGestureRecognizer) {
        
        // Perform a ray cast against the mesh (sceneUnderstanding)
        // Note: Ray-cast option ".estimatedPlane" with alignment ".any" also takes the mesh into account.
        let tapLocation = sender.location(in: arView)
        if let result = self.arView.raycast(from: tapLocation,allowing: .estimatedPlane,alignment: .any).first {

            // Load the "Toy robot"
            let toyRobot = try! ModelEntity.loadModel(named: "toy_robot_vintage.usdz")

            // Add gestures to the toy (only available is physicsBody mode == kinematic)
            self.arView.installGestures(for: toyRobot)

            // Toy Anchor to place the toy on surface
            let toyAnchor = AnchorEntity(world: result.worldTransform)
                toyAnchor.addChild(toyRobot)

            // Create a "Physics" model of the toy in order to add physics mode
            guard let model = toyAnchor.children.first as? (Entity & HasPhysics)
            else { return }

            model.generateCollisionShapes(recursive: true)
            model.physicsBody = PhysicsBodyComponent(shapes: [.generateBox(size: .one)],mode: .kinematic)

            // Finally add the toy anchor to the scene
            self.arView.scene.addAnchor(toyAnchor)
            
        }
    
    }
    
    @objc public func didPan(_ sender: UIPanGestureRecognizer) {
        print(sender.state)
        let point = sender.location(in: self.arView)
        switch sender.state {
        case .began:
            if let entity = self.arView.hitTest(point).first?.entity {
                self.panGestureEntity = entity
            } else {
                self.panGestureEntity = nil
            }
        case .changed:
            if let entity = self.panGestureEntity {
                if let raycast = arView
                    .scene
                    .raycast(origin: .zero,direction: .one,length: 1,query: .all,mask: .all,relativeTo: entity)
                    .first
                {
                    print("hit",raycast.entity,raycast.distance)
                }

          }
        case .ended:
            self.panGestureEntity = nil
        default: break;
        }

    }
    
    
}

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