本文介绍了如何在 ARCore 的 Sceneform 中的两个锚点之间画线?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我想在 ArFragment 的 Sceneform 上使用一些可见线连接两个 TransformableNode,但不使用 OpenGL 函数.是否可以在Android的ARCore Java中的Sceneform中的两个锚点(或节点)之间画一条线?如果可能的话,我该怎么做?
I want to connect two TransformableNode on the Sceneform at ArFragment with some visible line but without using OpenGL functions. Is it possible to draw a line between two anchors (or nodes) in Sceneform in ARCore Java in Android? If it possible then how I can do this?
推荐答案
是的,有一种方法可以做到这一点:
Yes there is a way to do this:
private void addLineBetweenHits(HitResult hitResult, Plane plane, MotionEvent motionEvent) {
int val = motionEvent.getActionMasked();
float axisVal = motionEvent.getAxisValue(MotionEvent.AXIS_X, motionEvent.getPointerId(motionEvent.getPointerCount() - 1));
Log.e("Values:", String.valueOf(val) + String.valueOf(axisVal));
Anchor anchor = hitResult.createAnchor();
AnchorNode anchorNode = new AnchorNode(anchor);
if (lastAnchorNode != null) {
anchorNode.setParent(arFragment.getArSceneView().getScene());
Vector3 point1, point2;
point1 = lastAnchorNode.getWorldPosition();
point2 = anchorNode.getWorldPosition();
/*
First, 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.makeOpaqueWithColor(getApplicationContext(), new Color(0, 255, 244))
.thenAccept(
material -> {
/* Then, create a rectangular prism, using ShapeFactory.makeCube() and use the difference vector
to extend to the necessary length. */
ModelRenderable model = ShapeFactory.makeCube(
new Vector3(.01f, .01f, difference.length()),
Vector3.zero(), material);
/* Last, 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 node = new Node();
node.setParent(anchorNode);
node.setRenderable(model);
node.setWorldPosition(Vector3.add(point1, point2).scaled(.5f));
node.setWorldRotation(rotationFromAToB);
}
);
lastAnchorNode = anchorNode;
}
}
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