我想在 Reality Composer 中创建实体后以编程方式更改实体的颜色。
由于 Reality Composer 不会创建 ModelEntity(它创建通用实体),因此我似乎无权更改其颜色。当我类型转换为 ModelEntity 时,我现在可以访问 ModelComponent 材质。但是,当我尝试将其添加到场景中时,出现 Thread 1: signal SIGABART 错误。无法将“RealityKit.Entity”(0x1fcebe6e8)类型的值转换为“RealityKit.ModelEntity”(0x1fceba970)。下面的示例代码。
import UIKit
import RealityKit
class ViewController: UIViewController {
@IBOutlet var arView: ARView!
override func viewDidLoad() {
super.viewDidLoad()
// Load the "Box" scene from the "Experience" Reality File
let boxAnchor = try! Experience.loadBox()
// Typecast Steelbox as ModelEntity to change its color
let boxModelEntity = boxAnchor.steelBox as! ModelEntity
// Remove materials and create new material
boxModelEntity.model?.materials.removeAll()
let blueMaterial = SimpleMaterial(color: .blue, isMetallic: false) …
Run Code Online (Sandbox Code Playgroud) 我正在尝试使用Swift的Simple Blog Detector和适用于iOS的OpenCV Objective C++包装器和OpenCV 3.1.0.但是,我收到了几个错误.我不理解他们,因为他们暗示我正在使用stitching.hpp,但我不是.有什么建议?我无法弄清楚为什么它会调用stitching.hpp搅拌器和曝光补偿.
错误是:在名称空间'cv :: detail'suting.hpp中没有名为'ExposureCompensator'的成员和:名称空间'cv :: detail'中没有名为'Blender'的成员'stitching.hpp
标题添加到开头,因为我最初从宏中的预期标识符'否'获得解析问题.通过添加这些标头,我删除了源文件中建议的解析问题,但这导致了如上所述的新错误.
#ifndef OPENCV_STITCHING_BLENDERS_HPP
#define OPENCV_STITCHING_BLENDERS_HPP
#if defined(NO)
#warning Detected Apple 'NO' macro definition, it can cause build conflicts. Please, include this header before any Apple headers.
#endif
#ifndef OPENCV_STITCHING_EXPOSURE_COMPENSATE_HPP
#define OPENCV_STITCHING_EXPOSURE_COMPENSATE_HPP
#if defined(NO)
#warning Detected Apple 'NO' macro definition, it can cause build conflicts. Please, include this header before any Apple headers.
#endif
#import "OpenWrapper.h"
#import <opencv2/opencv.hpp>
#import <opencv2/core/core.hpp>
#import <opencv2/imgcodecs/ios.h>
#import <opencv2/imgproc.hpp>
using namespace std;
using namespace cv; …
Run Code Online (Sandbox Code Playgroud)