AR Foundation是一个跨平台的增强现实开发框架,用于在移动设备上构建增强现实应用程序。区域目标是AR Foundation的一种功能,它允许开发者使用现实世界中的平面表面作为特定场景的目标。
以下是一个使用AR Foundation中的区域目标的代码示例:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class AreaTargetManager : MonoBehaviour
{
public ARTrackedImageManager trackedImageManager;
public GameObject placedPrefab;
private Dictionary placedObjects = new Dictionary();
private void OnEnable()
{
trackedImageManager.trackedImagesChanged += OnTrackedImagesChanged;
}
private void OnDisable()
{
trackedImageManager.trackedImagesChanged -= OnTrackedImagesChanged;
}
private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach (ARTrackedImage trackedImage in eventArgs.added)
{
PlaceObject(trackedImage);
}
foreach (ARTrackedImage trackedImage in eventArgs.updated)
{
UpdateObject(trackedImage);
}
foreach (ARTrackedImage trackedImage in eventArgs.removed)
{
RemoveObject(trackedImage);
}
}
private void PlaceObject(ARTrackedImage trackedImage)
{
GameObject prefab = placedPrefab;
if (trackedImage.referenceImage.name == "YourReferenceImageName")
{
GameObject placedObject = Instantiate(prefab, trackedImage.transform.position, trackedImage.transform.rotation);
placedObjects.Add(trackedImage.referenceImage.name, placedObject);
}
}
private void UpdateObject(ARTrackedImage trackedImage)
{
if (placedObjects.ContainsKey(trackedImage.referenceImage.name))
{
GameObject placedObject = placedObjects[trackedImage.referenceImage.name];
placedObject.transform.position = trackedImage.transform.position;
placedObject.transform.rotation = trackedImage.transform.rotation;
}
}
private void RemoveObject(ARTrackedImage trackedImage)
{
if (placedObjects.ContainsKey(trackedImage.referenceImage.name))
{
GameObject placedObject = placedObjects[trackedImage.referenceImage.name];
Destroy(placedObject);
placedObjects.Remove(trackedImage.referenceImage.name);
}
}
}
在上面的示例中,ARTrackedImageManager
负责跟踪场景中的区域目标。当区域目标被检测到、更新或移除时,OnTrackedImagesChanged
方法会被调用。在这个方法中,我们使用区域目标的名称进行条件判断,决定是放置物体、更新物体还是移除物体。
请确保将示例代码与Unity项目中的AR Foundation一起使用,并设置好相应的区域目标和预制件。