针对这个问题,可以考虑通过平滑过渡来解决。具体而言,可以定义一个变量来记录上一个帧的观察姿态,并根据当前帧的观察姿态和相对位置来计算平滑的过渡值。然后,使用这个平滑的过渡值来调整观察姿态,并计算相应的2D投影结果。以下是代码示例:
var lastTransform: matrix_float4x4?
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
guard let currentFrame = sceneView.session.currentFrame else { return }
let curTransform = currentFrame.camera.transform
if let last = lastTransform {
let transition = simd_slerp(last, curTransform, 0.1)
let transitionedCam = ARCamera(copy: currentFrame.camera)
transitionedCam.transform = transition
let projection = sceneView.projectPoint(SCNVector3Zero, ontoPlane: SCNPlane())
// Use projection result ...
}
lastTransform = curTransform
}