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获取网格扫描信息(ArkTS)

本章节给出了关键开发步骤,完整代码可以参考示例代码

约束与限制

获取网格扫描信息能力支持部分Phone、部分Tablet设备。请参考硬件要求判断设备是否支持运动跟踪及平面识别特性(ARENGINE_FEATURE_TYPE_MESH)。

接口说明

网格扫描主要依赖ARSceneMesh,以下接口为AR网格扫描相关接口。详细接口和说明,请参考AR Engine API参考

接口名描述
ARSceneMesh.getVertices获取场景网格中的顶点坐标数据。
ARSceneMesh.getVertexNormals获取场景网格中的顶点法线坐标数据。
ARSceneMesh.getTriangleIndices获取场景网格中的三角形索引数据。
ARSceneMesh.release释放环境网格数据对象。
ARFrame.hitTest根据相机投射光线,获取预览区域中的像素坐标(pixelX和pixelY)来确定射线方向,然后检测这个射线在平面或点云中是否有交点。
ARHitResult.getHitPose获取交点位姿。
ARHitResult.getTrackable获取被命中的可追踪对象。
ARHitResult.createAnchor在交点(intersection)创建一个锚点。
ARHitResult.release释放命中检测结果对象占用的内存。
ARPose.getMatrix将位姿数据转换为一个4x4的矩阵。
ARPose.release释放位姿对象占用的内存。

开发步骤

AR Engine仅输出识别到的平面数据。为便于用户观察,可使用AGP(Ark Graphics Platform)渲染引擎或者XComponent绘制识别的平面。关于AGP的介绍可以查看ArkGraphics 3D简介AGP引擎

对于使用ArkTS的任何AR应用,首先需要创建一个AR会话ARViewContext,用于管理AR Engine的系统状态。AR会话ARViewContext的创建可以参考管理AR会话章节。

导入模块

网格扫描能力所需要导入的模块如下:

import { arEngine, ARView, arViewController } from '@kit.AREngine';
import { Node, Scene, Vec3 } from '@kit.ArkGraphics3D';
import { window } from '@kit.ArkUI';
import { BusinessError } from '@kit.BasicServicesKit';

定义变量

定义变量hitAnchorList存储放置物体处的锚点信息、hitPoseList存储放置物体处的位姿信息和statusBarHeight设备状态栏高度。

用户点击设备的坐标和显示预览流的坐标不一致,预览流的窗口略小于设备屏幕,因此需要减去设备状态栏高度以获取准确的点击坐标。

let frame: arEngine.ARFrame;
let hitAnchorList: arEngine.ARAnchor[] = [];
let hitPoseList: Vec3[] = [];
let statusBarHeight: number = 0;

显示预览流

首先初始化AR会话和AR场景,可以参考初始化AR会话和AR场景章节。

@Builder
export function ARMeshBuilder(): void {
ARMesh();
}

@Component
struct ARMesh {
@State arContext?: arViewController.ARViewContext = undefined;
@State context: Context = this.getUIContext().getHostContext() as Context;

build(): void {
NavDestination() {
RelativeContainer() {
if (this.arContext) {
ARView({ context: this.arContext })
.height('100%')
.width('100%')
.alignRules({
center: { anchor: '__container__', align: VerticalAlign.Center },
middle: { anchor: '__container__', align: HorizontalAlign.Center }
})
.onClick((event) => {
this.objectCollisionDetection(event);
})
}
}
}
.onAppear(() => {
this.initARView();
this.getAvoidArea();
})
.onWillDisappear(() => {
this.stopARView();
})
.onShown(() => {
this.resumeARView();
})
.onHidden(() => {
this.pauseARView();
})
.hideTitleBar(true)
.hideBackButton(true)
.hideToolBar(true)
}

// 获取用户点击坐标,获取碰撞检测结果
private objectCollisionDetection(event: ClickEvent): void {
let x: number = this.getUIContext().vp2px(event.windowX);
let y: number = this.getUIContext().vp2px(event.windowY) - statusBarHeight;
console.info(`Get onclick position, x: ${x} y: ${y}.`);

try {
let result: arEngine.ARHitResult[] = frame.hitTest(x, y);
console.info(`The hitResult size is: ${result.length}.`);
if (!result) {
return;
}

for (let i = 0; i < result.length; i++) {
let hitResult: arEngine.ARHitResult = result[i];
let distance: number = hitResult.distance;

if (distance <= 0) {
continue;
}

let hitAnchor: arEngine.ARAnchor = hitResult.createAnchor();
let pos: Vec3 = hitAnchor.getPose().translation;

hitPoseList.push(pos);
hitAnchorList.push(hitAnchor);

}
console.info('Succeeded in getting hit result.'); // 成功获取碰撞目标
} catch (error) {
const err: BusinessError = error as BusinessError;
console.error(`Failed to get hitResults. Code is ${err.code}, message is ${err.message}`);
}
}

private initARView(): void {
Scene.load().then((scene: Scene) => {
let viewContext: arViewController.ARViewContext = new arViewController.ARViewContext();
viewContext.scene = scene;
viewContext.callback = new ARViewCallbackImpl();
viewContext.config = {
type: arEngine.ARType.WORLD,
planeFindingMode: arEngine.ARPlaneFindingMode.HORIZONTAL_AND_VERTICAL,
powerMode: arEngine.ARPowerMode.NORMAL,
semanticMode: arEngine.ARSemanticMode.NONE,
poseMode: arEngine.ARPoseMode.GRAVITY,
depthMode: arEngine.ARDepthMode.AUTOMATIC,
meshMode: arEngine.ARMeshMode.ENABLE, // 开启mesh
focusMode: arEngine.ARFocusMode.AUTO
}
viewContext.init().then(() => {
this.arContext = viewContext;
console.info('Succeeded in initializing ARView.');
}).catch((err: BusinessError) => {
console.error(`Failed to init ARView. Code is ${err.code}, message is ${err.message}.`);
})
})
}

// 获取屏幕上减去状态栏的真实高度(预览流高度)
private getAvoidArea(): void {
let avoidAreaType: window.AvoidAreaType = window.AvoidAreaType.TYPE_SYSTEM;
window.getLastWindow(this.context).then((data) => {
// 获取顶部状态栏高度
let avoidArea1: window.AvoidArea = data.getWindowAvoidArea(avoidAreaType);
statusBarHeight = avoidArea1.topRect.height;
console.info(`The statusBarHeight is ${statusBarHeight}.`);
}).catch((err: BusinessError) => {
console.error(`Failed to obtain the window. Code is ${err.code}, message is ${err.message}.`);
})
}

private stopARView(): void {
// ...
}
private resumeARView(): void {
// ...
}
private pauseARView(): void {
// ...
}
}

获取mesh网格数据

调用ARViewCallback,使用其中的onFrameUpdate方法进行帧数据更新,获取mesh网格数据。

class ARViewCallbackImpl extends arViewController.ARViewCallback {
onAnchorAdd(ctx: arViewController.ARViewContext, node: Node, anchor: arEngine.ARAnchor): void {
// ...
}

onAnchorUpdate(ctx: arViewController.ARViewContext, node: Node, anchor: arEngine.ARAnchor): void {
// ...
}

onFrameUpdate(ctx: arViewController.ARViewContext, sysBootTs: number): void {
let planeVertices: number[] = [];
let vertexNormals: number[] = [];
let triangleIndices: number[] = [];

if (!ctx.session) {
return;
}

let session: arEngine.ARSession | undefined = ctx.session;

try {
frame = session.getFrame();
let camera: arEngine.ARCamera = frame.getCamera();
let sceneMesh: arEngine.ARSceneMesh = frame.acquireSceneMesh();

if (camera.state === arEngine.ARTrackingState.TRACKING) {
planeVertices = arrayBufferFloat32ToNumber(sceneMesh.getVertices());
triangleIndices = arrayBufferInt32ToNumber(sceneMesh.getTriangleIndices());
vertexNormals = arrayBufferFloat32ToNumber(sceneMesh.getVertexNormals());

// 输出mesh数据
console.info(`The mesh data planeVertices is: ${planeVertices}, triangleIndices is: ${triangleIndices},
vertexNormals is: ${vertexNormals}.`);
}

} catch (error) {
const err: BusinessError = error as BusinessError;
console.error(`Failed to acquire depth information. Code is ${err.code}, message is ${err.message}.`);
}
}
}

获取网格扫描信息的自定义方法

自定义数据转换方法arrayBufferFloat32ToNumber及arrayBufferInt32ToNumber可以参考数据类型转换说明