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ios - 如何使用 ARKit 计算点 2 到点 3 和点 3 到点 4 的距离?

转载 作者:搜寻专家 更新时间:2023-11-01 06:53:03 31 4
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我正在制作一个应用程序来计算距离和面积,现在问题是我制作了一个数组并在其中附加了我的节点。

func calculate () {
let start = dotNodes[0]
let end = dotNodes[1]

let a = end.position.x - start.position.x
let b = end.position.y - start.position.y
let c = end.position.z - start.position.z

let distance = sqrt(pow(a,2) + pow(b,2) + pow(c, 2))

updateText(text:"\(abs( distance))", atPosition: (end.position))
}

现在起点是 0 索引,结束点是索引 1 但这只是两个点。我怎样才能计算出从 2 到 3 和 3 到 4 等等的距离,最后当最后一个点接触到点 1 时它应该给我面积?

最佳答案

正如@Maxim 所说,您可以从简化计算开始^______^。

不过,我会尝试使用 GLK 数学辅助方法来回答您的问题,如果您有兴趣,可以在此处阅读更多相关信息:GLK Documentation .

本质上,您需要做的是遍历您的位置数组,并以 2 为单位计算这些位置之间的距离。当您的最后一次迭代只有一个元素时,您将计算它与第一个元素之间的位置.

由于我的数学不是很好,所以我在 StackOverflow 上进行了快速搜索以找到解决方案,并利用了@Gasim 在帖子 Iterate Over Collections Two At A Time In Swift 中提供的答案。 .

由于我的尝试很长,我没有一步一步地完成每个部分,而是提供了完整评论的答案,希望能为您指明正确的方向。

一如既往,如果其他人可以帮助重构和/或改进代码,请随意:

//
// ViewController.swift
// Measuring Example
//
// Created By Josh Robbins (∩`-´)⊃━☆゚.*・。゚* on 27/04/2019.
// Copyright © 2019 BlackMirrorz. All rights reserved.
//

import UIKit
import ARKit

class ViewController: UIViewController {

@IBOutlet weak var augmentedRealityView: ARSCNView!
var augmentedRealityConfiguration = ARWorldTrackingConfiguration()
var augmentedRealitySession = ARSession()

var markerNodes = [SCNNode]()
typealias NodeNameData = (name: String, node: SCNNode)
typealias DistanceData = (distance: Float, positionA: GLKVector3, positionB: GLKVector3)

//---------------------
//MARK:- Initialization
//---------------------

override func viewDidLoad() {

super.viewDidLoad()
setupARSession()

}

/// Sets Up Our ARSession
func setupARSession(){

augmentedRealityView.session = augmentedRealitySession
augmentedRealitySession.run(augmentedRealityConfiguration, options: [.removeExistingAnchors, .resetTracking])

}

/// Creates A Node To Mark The Touch Position In The Scene
///
/// - Returns: SCNNode
func markerNode() -> SCNNode{

let node = SCNNode(geometry: SCNSphere(radius: 0.01))
node.geometry?.firstMaterial?.diffuse.contents = UIColor.cyan
return node

}

//------------------------
//MARK:- Marker Placemenet
//------------------------

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

//1. Get The Users Current Touch Point & Check We Have A Valid HitTest Result
guard let touchPoint = touches.first?.location(in: self.augmentedRealityView),
let hitTest = self.augmentedRealityView.hitTest(touchPoint, types: .featurePoint).first
else { return }

//2. Get The World Transorm & Create An SCNNode At The Converted Touch Position
let transform = hitTest.worldTransform
let node = markerNode()
node.position = SCNVector3(transform.columns.3.x, transform.columns.3.y, transform.columns.3.z)
self.augmentedRealityView.scene.rootNode.addChildNode(node)

//3. Add The Node To Our Markers Array So We Can Calculate The Distance Later
markerNodes.append(node)

//4. If We Have 5 Marker Nodes Then Calculate The Distances Between Them & Join Them Together
if markerNodes.count == 5{
calculateMarkerNodeDistances()
markerNodes.removeAll()
}

}

//-------------------
//MARK:- Calculations
//-------------------

/// Enemurates Our Marker Nodes & Creates A Joining Node Between Them
func calculateMarkerNodeDistances(){

var index = 0;

while index < markerNodes.count {

let nodeA = markerNodes[index];
var nodeB : SCNNode? = nil;

if index + 1 < markerNodes.count {
nodeB = markerNodes[index+1];
}

//1. Create A Joining Node Between The Two Nodes And Calculate The Distance
if let lastNode = nodeB{
let nodeA = NodeNameData("Node \(index)", nodeA)
let nodeB = NodeNameData("Node \(index+1)", lastNode)
self.augmentedRealityView.scene.rootNode.addChildNode(joiningNode(between: [nodeA, nodeB]))

}else{

//2. Here We Can Assume The We Have Reached The Last Node So We Calculate The Distance Between The 1st & Last Nodes
guard let initialNode = markerNodes.first, let lastNode = markerNodes.last else { return }
let nodeA = NodeNameData("Node 0 ", initialNode)
let nodeB = NodeNameData("Node \(markerNodes.count)", lastNode)
self.augmentedRealityView.scene.rootNode.addChildNode(joiningNode(between: [nodeA, nodeB]))
}

//Increment By 1 So We Join The Nodes Together In The Correct Sequence e.g. (1, 2), (3, 4) And Not (1, 2), (3, 4)
index += 1;
}

}


/// Creates A Joining Node Between Two Names
///
/// - Parameter nodes: [NodeNameData]
/// - Returns: MeasuringLineNode
func joiningNode(between nodes: [NodeNameData]) -> MeasuringLineNode{

let distance = calculateDistanceBetweenNodes([nodes[0], nodes[1]])
let joiner = MeasuringLineNode(startingVector: distance.positionA, endingVector: distance.positionB)
return joiner

}

/// Calculates The Distance Between Two SCNNodes
///
/// - Parameter nodes: [NodeNameData]
/// - Returns: DistanceData
func calculateDistanceBetweenNodes(_ nodes: [NodeNameData]) -> DistanceData{

//1. Calculate The Distance
let positionA = GLKVectorThreeFrom(nodes[0].node.position)
let positionB = GLKVectorThreeFrom(nodes[1].node.position)
let distance = GLKVector3Distance(positionA, positionB)
let meters = Measurement(value: Double(distance), unit: UnitLength.meters)
print("Distance Between Markers [ \(nodes[0].name) & \(nodes[1].name) ] = \(String(format: "%.2f", meters.value))m")

//2. Return The Distance A Positions Of The Nodes
return (distance, positionA, positionB)

}

/// Creates A GLKVector3 From An SCNVectore3
///
/// - Parameter vector3: SCNVector3
/// - Returns: GLKVector3
func GLKVectorThreeFrom(_ vector3: SCNVector3) -> GLKVector3 { return GLKVector3Make(vector3.x, vector3.y, vector3.z) }

}

//-------------------------
//MARK:- Mesuring Line Node
//-------------------------

class MeasuringLineNode: SCNNode{

/// Creates A Line Between Two SCNNodes
///
/// - Parameters:
/// - vectorA: GLKVector3
/// - vectorB: GLKVector3
init(startingVector vectorA: GLKVector3, endingVector vectorB: GLKVector3) {

super.init()

let height = CGFloat(GLKVector3Distance(vectorA, vectorB))

self.position = SCNVector3(vectorA.x, vectorA.y, vectorA.z)

let nodeVectorTwo = SCNNode()
nodeVectorTwo.position = SCNVector3(vectorB.x, vectorB.y, vectorB.z)

let nodeZAlign = SCNNode()
nodeZAlign.eulerAngles.x = Float.pi/2

let box = SCNBox(width: 0.001, height: height, length: 0.001, chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIColor.white
box.materials = [material]

let nodeLine = SCNNode(geometry: box)
nodeLine.position.y = Float(-height/2)
nodeZAlign.addChildNode(nodeLine)

self.addChildNode(nodeZAlign)

self.constraints = [SCNLookAtConstraint(target: nodeVectorTwo)]
}

required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) }

}

基于这个简单的(希望是准确的答案)结果是这样的:

Distance Between Markers [ Node 0 & Node 1 ]  = 0.14m
Distance Between Markers [ Node 1 & Node 2 ] = 0.09m
Distance Between Markers [ Node 2 & Node 3 ] = 0.09m
Distance Between Markers [ Node 3 & Node 4 ] = 0.05m
Distance Between Markers [ Node 0 & Node 5 ] = 0.36m

在我的示例中,我正在计算五个节点的距离,但您可以将其称为任意点。当然,您随后还需要使用公式来计算面积本身。然而,这应该足以为您指明正确的方向。

希望对你有帮助

关于ios - 如何使用 ARKit 计算点 2 到点 3 和点 3 到点 4 的距离?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/55834972/

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