到这里,我们实现了3D场景的渲染和交互,但框架毕竟是叫做XR-frame,所以接下来我们就用内置的AR系统来改造一下这个场景,让它具有AR能力吧。改造非常简单,我们首先将所有的无关物体移除,然后使用ar-system和ar-tracker,并修改一下xr-camera的相关属性is-ar-camera和background="ar"就好:
<xr-scene ar-system="modes:Plane" bind:ready="handleReady">
<xr-assets bind:loaded="handleAssetsLoaded">
<xr-asset-load type="gltf" asset-id="anchor" src="https://mmbizwxaminiprogram-1258344707.cos.ap-guangzhou.myqcloud.com/xr-frame/demo/ar-plane-marker.glb" />
<xr-asset-load type="gltf" asset-id="miku" src="https://mmbizwxaminiprogram-1258344707.cos.ap-guangzhou.myqcloud.com/xr-frame/demo/miku.glb" />
</xr-assets>
<xr-env env-data="xr-frame-team-workspace-day" />
<xr-light type="ambient" color="1 1 1" intensity="1" />
<xr-light type="directional" rotation="40 70 0" color="1 1 1" intensity="3" cast-shadow />
<xr-ar-tracker mode="Plane">
<xr-gltf model="anchor"></xr-gltf>
</xr-ar-tracker>
<xr-node node-id="setitem" visible="false">
<xr-gltf model="miku" anim-autoplay scale="0.08 0.08 0.08" rotation="0 180 0"/>
</xr-node>
<xr-camera clear-color="0.4 0.8 0.6 1" background="ar" is-ar-camera />
</xr-scene>
注意这里我们开启的ar-system的模式为Plane,即平面识别,这种模式下相机不能被用户控制,需要将控制器、target等都删掉,同时ar-tracker的mode要和ar-system的完全一致。之后再脚本中写一点简单的逻辑:
handleAssetsLoaded: function({detail}) {
wx.showToast({title: '点击屏幕放置'});
this.scene.event.add('touchstart', () => {
this.scene.ar.placeHere('setitem', true);
});
}