Reputation: 57
I am learning ARKit and trying to place an object on a detected plane. But it doesn't work properly and there's a space between the plane and the 3D object.
here's my code for the plane detection :
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
position = SCNVector3Make(anchor.transform.columns.3.x, anchor.transform.columns.3.y, anchor.transform.columns.3.z)
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
let plane = SCNPlane(width: CGFloat(planeAnchor.extent.x), height: CGFloat(planeAnchor.extent.z))
planeNode = SCNNode(geometry: plane)
planeNode.position = position
planeNode.transform = SCNMatrix4MakeRotation(-Float.pi / 2.0, 1.0, 0.0, 0.0)
node.addChildNode(planeNode)
}
And then the 3d model gets the same position :
object.position = position
But when I run the application there's a big space between the object and the plane. I didn't figure out why ?
Upvotes: 2
Views: 1533
Reputation: 3163
Because of anchor transform is related to world coordinates. Node in func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor)
already positioned in world coordinates. So all that you need - is just add you own node as child node for rendered node:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
let plane = SCNPlane(width: CGFloat(planeAnchor.extent.x), height: CGFloat(planeAnchor.extent.z))
planeNode = SCNNode(geometry: plane)
planeNode.position = SCNVector3Zero // Position of `planeNode`, related to `node`
planeNode.transform = SCNMatrix4MakeRotation(-Float.pi / 2.0, 1.0, 0.0, 0.0)
node.addChildNode(planeNode)
}
Upvotes: 1