zho*_*hua 11 augmented-reality lidar swift arkit realitykit
如何将最新的 iPad Pro 上的ARMeshGeometry新SceneReconstructionAPI生成的导出到.obj文件中?
这是SceneReconstruction文档。
swi*_*der 13
从 Apple 的Visualizing Scene Scemantics示例应用程序开始,您可以从帧中的第一个锚点检索ARMeshGeometry对象。
导出数据的最简单方法是首先将其转换为 MDLMesh:
extension ARMeshGeometry {
func toMDLMesh(device: MTLDevice) -> MDLMesh {
let allocator = MTKMeshBufferAllocator(device: device);
let data = Data.init(bytes: vertices.buffer.contents(), count: vertices.stride * vertices.count);
let vertexBuffer = allocator.newBuffer(with: data, type: .vertex);
let indexData = Data.init(bytes: faces.buffer.contents(), count: faces.bytesPerIndex * faces.count * faces.indexCountPerPrimitive);
let indexBuffer = allocator.newBuffer(with: indexData, type: .index);
let submesh = MDLSubmesh(indexBuffer: indexBuffer,
indexCount: faces.count * faces.indexCountPerPrimitive,
indexType: .uInt32,
geometryType: .triangles,
material: nil);
let vertexDescriptor = MDLVertexDescriptor();
vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition,
format: .float3,
offset: 0,
bufferIndex: 0);
vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: vertices.stride);
return MDLMesh(vertexBuffer: vertexBuffer,
vertexCount: vertices.count,
descriptor: vertexDescriptor,
submeshes: [submesh]);
}
}
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一旦你有了 MDLMesh,导出到 OBJ 文件就轻而易举了:
@IBAction func exportMesh(_ button: UIButton) {
let meshAnchors = arView.session.currentFrame?.anchors.compactMap({ $0 as? ARMeshAnchor });
DispatchQueue.global().async {
let directory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0];
let filename = directory.appendingPathComponent("MyFirstMesh.obj");
guard let device = MTLCreateSystemDefaultDevice() else {
print("metal device could not be created");
return;
};
let asset = MDLAsset();
for anchor in meshAnchors! {
let mdlMesh = anchor.geometry.toMDLMesh(device: device);
asset.add(mdlMesh);
}
do {
try asset.export(to: filename);
} catch {
print("failed to write to file");
}
}
}
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此代码允许您将 LiDAR 的几何图形另存为 USD 并通过 AirDrop 将其发送到 Mac 计算机。您不仅可以导出.usd、.usda、.usdc、.obj、.stl和.abc文件.ply格式。
此外,您可以使用 SceneKit 的write(to:options:delegate:progressHandler:)方法来保存.usdz文件的版本。
import RealityKit
import ARKit
import MetalKit
import ModelIO
@IBOutlet var arView: ARView!
var saveButton: UIButton!
let rect = CGRect(x: 50, y: 50, width: 100, height: 50)
override func viewDidLoad() {
super.viewDidLoad()
let tui = UIControl.Event.touchUpInside
saveButton = UIButton(frame: rect)
saveButton.setTitle("Save", for: [])
saveButton.addTarget(self, action: #selector(saveButtonTapped), for: tui)
self.view.addSubview(saveButton)
}
@objc func saveButtonTapped(sender: UIButton) {
print("Saving is executing...")
guard let frame = arView.session.currentFrame
else { fatalError("Can't get ARFrame") }
guard let device = MTLCreateSystemDefaultDevice()
else { fatalError("Can't create MTLDevice") }
let allocator = MTKMeshBufferAllocator(device: device)
let asset = MDLAsset(bufferAllocator: allocator)
let meshAnchors = frame.anchors.compactMap { $0 as? ARMeshAnchor }
for ma in meshAnchors {
let geometry = ma.geometry
let vertices = geometry.vertices
let faces = geometry.faces
let vertexPointer = vertices.buffer.contents()
let facePointer = faces.buffer.contents()
for vtxIndex in 0 ..< vertices.count {
let vertex = geometry.vertex(at: UInt32(vtxIndex))
var vertexLocalTransform = matrix_identity_float4x4
vertexLocalTransform.columns.3 = SIMD4<Float>(x: vertex.0,
y: vertex.1,
z: vertex.2,
w: 1.0)
let vertexWorldTransform = (ma.transform * vertexLocalTransform).position
let vertexOffset = vertices.offset + vertices.stride * vtxIndex
let componentStride = vertices.stride / 3
vertexPointer.storeBytes(of: vertexWorldTransform.x,
toByteOffset: vertexOffset,
as: Float.self)
vertexPointer.storeBytes(of: vertexWorldTransform.y,
toByteOffset: vertexOffset + componentStride,
as: Float.self)
vertexPointer.storeBytes(of: vertexWorldTransform.z,
toByteOffset: vertexOffset + (2 * componentStride),
as: Float.self)
}
let byteCountVertices = vertices.count * vertices.stride
let byteCountFaces = faces.count * faces.indexCountPerPrimitive * faces.bytesPerIndex
let vertexBuffer = allocator.newBuffer(with: Data(bytesNoCopy: vertexPointer,
count: byteCountVertices,
deallocator: .none), type: .vertex)
let indexBuffer = allocator.newBuffer(with: Data(bytesNoCopy: facePointer,
count: byteCountFaces,
deallocator: .none), type: .index)
let indexCount = faces.count * faces.indexCountPerPrimitive
let material = MDLMaterial(name: "material",
scatteringFunction: MDLPhysicallyPlausibleScatteringFunction())
let submesh = MDLSubmesh(indexBuffer: indexBuffer,
indexCount: indexCount,
indexType: .uInt32,
geometryType: .triangles,
material: material)
let vertexFormat = MTKModelIOVertexFormatFromMetal(vertices.format)
let vertexDescriptor = MDLVertexDescriptor()
vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition,
format: vertexFormat,
offset: 0,
bufferIndex: 0)
vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: ma.geometry.vertices.stride)
let mesh = MDLMesh(vertexBuffer: vertexBuffer,
vertexCount: ma.geometry.vertices.count,
descriptor: vertexDescriptor,
submeshes: [submesh])
asset.add(mesh)
}
let filePath = FileManager.default.urls(for: .documentDirectory,
in: .userDomainMask).first!
let usd: URL = filePath.appendingPathComponent("model.usd")
if MDLAsset.canExportFileExtension("usd") {
do {
try asset.export(to: usd)
let controller = UIActivityViewController(activityItems: [usd],
applicationActivities: nil)
controller.popoverPresentationController?.sourceView = sender
self.present(controller, animated: true, completion: nil)
} catch let error {
fatalError(error.localizedDescription)
}
} else {
fatalError("Can't export USD")
}
}
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点击Save按钮,然后在“活动视图控制器”中选择More并通过 AirDrop 将现成可用的模型发送到 Mac 的Downloads文件夹。
聚苯乙烯
在这里您可以找到有关捕获真实世界纹理的额外信息。
@swiftcoder 的答案很好用。但是在有多个锚点的情况下,您需要根据锚点变换将顶点坐标转换为世界坐标系。在相反的情况下,所有网格都将放置在零位置,您将一团糟。
更新后的代码如下所示:
extension ARMeshGeometry {
func toMDLMesh(device: MTLDevice, transform: simd_float4x4) -> MDLMesh {
let allocator = MTKMeshBufferAllocator(device: device)
let data = Data.init(bytes: transformedVertexBuffer(transform), count: vertices.stride * vertices.count)
let vertexBuffer = allocator.newBuffer(with: data, type: .vertex)
let indexData = Data.init(bytes: faces.buffer.contents(), count: faces.bytesPerIndex * faces.count * faces.indexCountPerPrimitive)
let indexBuffer = allocator.newBuffer(with: indexData, type: .index)
let submesh = MDLSubmesh(indexBuffer: indexBuffer,
indexCount: faces.count * faces.indexCountPerPrimitive,
indexType: .uInt32,
geometryType: .triangles,
material: nil)
let vertexDescriptor = MDLVertexDescriptor()
vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition,
format: .float3,
offset: 0,
bufferIndex: 0)
vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: vertices.stride)
return MDLMesh(vertexBuffer: vertexBuffer,
vertexCount: vertices.count,
descriptor: vertexDescriptor,
submeshes: [submesh])
}
func transformedVertexBuffer(_ transform: simd_float4x4) -> [Float] {
var result = [Float]()
for index in 0..<vertices.count {
let vertexPointer = vertices.buffer.contents().advanced(by: vertices.offset + vertices.stride * index)
let vertex = vertexPointer.assumingMemoryBound(to: (Float, Float, Float).self).pointee
var vertextTransform = matrix_identity_float4x4
vertextTransform.columns.3 = SIMD4<Float>(vertex.0, vertex.1, vertex.2, 1)
let position = (transform * vertextTransform).position
result.append(position.x)
result.append(position.y)
result.append(position.z)
}
return result
}
}
extension simd_float4x4 {
var position: SIMD3<Float> {
return SIMD3<Float>(columns.3.x, columns.3.y, columns.3.z)
}
}
extension Array where Element == ARMeshAnchor {
func save(to fileURL: URL, device: MTLDevice) throws {
let asset = MDLAsset()
self.forEach {
let mesh = $0.geometry.toMDLMesh(device: device, transform: $0.transform)
asset.add(mesh)
}
try asset.export(to: fileURL)
}
}
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我不是 ModelIO 的专家,也许有更简单的方法来转换顶点缓冲区 :) 但是这段代码对我有用。
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