My current code base provides the orientation (pitch
, yaw
, roll
) of an ARImageAnchor
in relation to the world. What I want to achieve is to get the ARImageAnchor
orientation data in relation to a node that has been added sometime after starting the session.
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode,
for anchor: ARAnchor) {
guard let _ = anchor as? ARImageAnchor else { return }
DispatchQueue.main.async {
let cylinderNode = SCNNode()
cylinderNode.geometry = SCNCylinder(radius: 0.05, height: 0.4)
node.addChildNode(cylinderNode)
let ea: SCNVector3 = node.eulerAngles
print(self.convert(ea.x), self.convert(ea.y), self.convert(ea.z))
}
}
Any help would be much appreciated!
You can pass anchor's orientation part
of the simd_float4x4 transform to your model (note that this data is stored in each ARFrame of the current session) restoring position:
import ARKit
import SceneKit
class ViewController : UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
var model = SCNNode()
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.scene = SCNScene(named: "ARScene")!
model = sceneView.scene.rootNode.childNode(withName: "model",
recursively: true)!
}
@IBAction func passTransformButton(_ sender: UIButton) {
if let trans = sceneView.session.currentFrame?.anchors[0].transform {
model.simdTransform = trans // Full Transform
model.simdTransform.columns.3.x = 0 // restore position X
model.simdTransform.columns.3.y = 0 // restore position Y
model.simdTransform.columns.3.z = 0 // restore position Z
}
}
}