AR體驗(太陽系_地月篇)

在AR體驗的其他文章中基本的開發(fā)注意事項都已經(jīng)有詳細的描述,本篇是太陽系的基礎篇地月篇。

看看效果

AR地月篇.gif

直接上代碼

import UIKit
import ARKit
import SceneKit

//var sceneView = ARSCNView()

class CWBSolarSystemVC: UIViewController,ARSCNViewDelegate {

    override func viewDidLoad() {
        super.viewDidLoad()
//    self.view.backgroundColor = UIColor.white
        //2.創(chuàng)建場景視圖
        initSceneView()
    }

    /// 初始化AR場景視圖
    func initSceneView() -> () {

        self.view.addSubview(sceneView)

        /*
         1.先把 太陽節(jié) 點添加到場景視圖
         2. 太陽節(jié)點 添加 地球公轉節(jié)點 (地球繞太陽運轉的軌道)
         3.在地球繞太陽運轉的軌道上添加 地月節(jié)點
         4.在地月節(jié)點 上添加 月轉節(jié)點(地球繞月亮轉的軌道)
         5.在 月轉節(jié)點 上添加月亮節(jié)點
         6. 太陽自轉  地球自轉 月球自轉
         7.地球公轉節(jié)點 (地球繞太陽運轉的軌道)旋轉
         8.月轉節(jié)點(地球繞月亮轉的軌道)旋轉
         9.添加太陽的光暈
         地球繞太陽轉是假象 其實是軌道在轉(后面會考慮真的繞太陽轉動畫)
         */
        sceneView.scene.rootNode.addChildNode(sunNode)
        sunNode.addChildNode(earthRunNode)
        earthRunNode.addChildNode(earthMoonNode)
        earthMoonNode.addChildNode(earthNode)
        earthMoonNode.addChildNode(moonRunNode)
        moonRunNode.addChildNode(moonNode)
//
        sunTurnsSelf()
        earthTurnsAroundTheSun()
        erathTurnsSelf()
        moonTurnsAroundEarth()
        moonTurnsSelf()
    }
    //開啟會話
    override func viewWillAppear(_ animated: Bool) {
        arSession.run(worldTrackingconfig)
    }
    //視圖消失的時候暫停會話
    override func viewWillDisappear(_ animated: Bool) {
         sceneView.session.pause()
    }
    //MARK:添加太陽的光暈
    //MARK:月球繞地球轉
    func moonTurnsSelf() -> () {
        let animation = CABasicAnimation(keyPath: "rotation")
        animation.duration = 1.5
        animation.toValue = NSValue(scnVector4: SCNVector4Make(0, 1, 0, 2 * .pi)) //

        animation.repeatCount = .greatestFiniteMagnitude
        moonNode.addAnimation(animation, forKey: " moon turns around the earth")
    }
    //MARK:月球繞地球轉
    func moonTurnsAroundEarth() -> () {
        let animation = CABasicAnimation(keyPath: "rotation")
        animation.duration = 5
        animation.toValue = NSValue(scnVector4: SCNVector4Make(0, 1, 0, 2 * .pi)) //
        animation.repeatCount = .greatestFiniteMagnitude
        moonRunNode.addAnimation(animation, forKey: " moon turns around the earth")

    }

    //MARK:地球公轉
    func earthTurnsAroundTheSun() -> ()  {
        let animation = CABasicAnimation(keyPath: "rotation")
        animation.duration = 10
        animation.toValue = NSValue(scnVector4: SCNVector4Make(0, 1 , 0, 2 * .pi))
        animation.repeatCount = .greatestFiniteMagnitude
        earthRunNode.addAnimation(animation, forKey: "earth turns around the sun")

    }
    //MARK:地球自轉
    func erathTurnsSelf() -> () {
//        earthNode.runAction(SCNAction.repeatForever(SCNAction.moveBy(x: 0, y: 0, z: 0, duration: 0.5)))
        earthNode.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
    }

    //MARK:太陽自轉
    func sunTurnsSelf() -> () {
//          sunNode.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
        let animation = CABasicAnimation(keyPath: "contentsTransform")

        animation.duration = 5

        animation.fromValue = NSValue(caTransform3D: CATransform3DConcat(CATransform3DMakeTranslation(0, 0, 0), CATransform3DMakeScale(3, 3, 3)))

        animation.repeatCount = .greatestFiniteMagnitude;

        animation.toValue = NSValue(caTransform3D: CATransform3DConcat(CATransform3DMakeTranslation(1, 0, 0), CATransform3DMakeScale(5, 5,5 )))
        animation.repeatCount = .greatestFiniteMagnitude;
        sunNode.geometry?.firstMaterial?.diffuse.addAnimation(animation, forKey: "sun-texture")
    }
    //MARK:月球節(jié)點
    lazy var moonNode: SCNNode = {

        let sphere = SCNSphere(radius: 0.5)
        let node = SCNNode(geometry: sphere)
        node.position = SCNVector3(3, 0, 0)
        node.geometry?.firstMaterial?.diffuse.contents = "art.scnassets/earth/moon.jpg"
        return node
    }()
    //MARK: 月球運轉節(jié)點
    lazy var moonRunNode: SCNNode = {
        let node = SCNNode()
        return node
    }()
    //MARK: 地月節(jié)點 用來裝地球和月球
    lazy var earthMoonNode: SCNNode = {
        let node = SCNNode()
        node.position = SCNVector3(10, 0, 0)
        return node
    }()
    //MARK: 地球軌道節(jié)點
    lazy var earthRunNode: SCNNode = {
        let node = SCNNode()
        return node
    }()
    //MARK: ??節(jié)點
    lazy var earthNode:SCNNode = {
        let shpere = SCNSphere(radius: 1.0)
        let node = SCNNode(geometry: shpere)

        node.position = SCNVector3(3, 0, 0)
        node.geometry?.firstMaterial?.diffuse.contents = "art.scnassets/earth/earth-diffuse-mini.jpg"
        //emission 發(fā)射 發(fā)射的光量。 這種發(fā)射不會照亮場景中的其他表面。  地球夜光圖
         node.geometry?.firstMaterial?.emission.contents = "art.scnassets/earth/earth-emissive-mini.jpg"
        //鏡面屬性。鏡面特性指定以鏡像方式反射的光量。 當觀察點與反射光的方向相對時,鏡面強度增加。
        node.geometry?.firstMaterial?.specular.contents = "art.scnassets/earth/earth-specular-mini.jpg"

        // 反光度  太陽光照射在??上會反光
        node.geometry?.firstMaterial?.shininess = 0.1
        //反射光 透明度
        node.geometry?.firstMaterial?.specular.intensity = 0.6

        return node
    }()
    lazy var sunHaloNode: SCNNode = {
        let node = SCNNode()

        return node
    }()
    //MARK: 太陽節(jié)點
    lazy var sunNode:SCNNode = {
        //1.創(chuàng)建一個球體作為太陽
        let sphere = SCNSphere(radius: 3)
       // diffuse漫射屬性指定從表面漫反射的光量。 漫射光在所有方向上均勻地反射,因此與觀察點無關。
        //設置表面的渲染物
        sphere.firstMaterial?.diffuse.contents = "art.scnassets/earth/sun.jpg"
        //multiply()屬性指定用于將輸出片段乘以的顏色或圖像。 計算的片段乘以乘法值以產(chǎn)生最終片段。 此屬性可用于陰影貼圖,淡出或淡化3d對象。
        sphere.firstMaterial?.multiply.contents = "art.scnassets/earth/sun.jpg"
        //    wrapS 從左到右
        //    wrapT 從上到下
        sphere.firstMaterial?.multiply.wrapS = . repeat
        sphere.firstMaterial?.diffuse.wrapS = . repeat
        sphere.firstMaterial?.multiply.wrapT = . repeat
        sphere.firstMaterial?.diffuse.wrapT = . repeat
        let node = SCNNode(geometry: sphere)

        //intensity 亮度 強度
        node.geometry?.firstMaterial?.multiply.intensity = 0.5
//        node.geometry?.firstMaterial?.diffuse.intensity = 0.5
        //設置光照
        node.geometry?.firstMaterial?.lightingModel = .constant
        //設置太陽的位置
        node.position = SCNVector3(0, 5, -50)
        return node
    }()
   //MARK: 懶加載AR場景視圖
   lazy var sceneView:ARSCNView  = {

        let sceneView = ARSCNView(frame: CGRect(x: 0, y: 0, width: self.view.frame.width, height: self.view.frame.height))
        sceneView.delegate = self
        sceneView.session = self.arSession
        return sceneView
    }()
    //MARK: 懶加載會話
    lazy var arSession:ARSession  = {
        let session = ARSession()
        return session
    }()

    //MARK: 懶加載AR全局追蹤
    lazy  var worldTrackingconfig:ARWorldTrackingConfiguration = {
        let config = ARWorldTrackingConfiguration()
        return config
    }()
}
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