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https://github.com/duzexu/ARuler

Mesure distance using apple ARKit
https://github.com/duzexu/ARuler

apple-arkit arkit mesure-distance ruler scenekit swift

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Mesure distance using apple ARKit

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# ARuler
Mesure distance using apple ARKit

[ENGLISH README](./README_EN.md)

## 预览
 
 
## 运行
cd到工程目录下,运行`pod install`

## 安装
因为ARKit使用限制,设备要求为6s以上,系统最低要求为iOS11,Xcode版本为9以上

测量时需保证光线充足

## 问题
ARKit目前只能识别水平的平面,所以只能测量水平面的长度,不能测量垂直平面上的长度,不知道视频里的是怎么实现的,有知道的小伙伴可以一起交流一下

去除了识别平面后才进行测量的逻辑,采用最近的特征点,可以测量垂直的物体啦

## 说明
项目中确定起始和结束点的位置主要有以下几种

##### 如果存在检测到的平面,返回平面上一点

```
let planeHitTestResults = sceneView.hitTest(position, types: .existingPlaneUsingExtent)
if let result = planeHitTestResults.first {

let planeHitTestPosition = SCNVector3.positionFromTransform(result.worldTransform)
let planeAnchor = result.anchor

// Return immediately - this is the best possible outcome.
return (planeHitTestPosition, planeAnchor as? ARPlaneAnchor, true)
}
```

##### 根据当前ARFrame中的rawFeaturePoints计算点

* 获取以摄像头和屏幕上一点对应的透视消失点为轴,角度为10度,最小距离为10cm,最大距离为三米组成的截锥体内的特征点

```
let highQualityfeatureHitTestResults = sceneView.hitTestWithFeatures(position, coneOpeningAngleInDegrees: 5, minDistance: 0.1, maxDistance: 3.0)
```

* 假设抽样的特征点符合正态分布,过滤偏差值大于 3σ 的值

```
func fliterWithFeatures(_ features:[FeatureHitTestResult]) -> [SCNVector3] {
guard features.count >= 3 else {
return features.map { (featureHitTestResult) -> SCNVector3 in
return featureHitTestResult.position
};
}

var points = features.map { (featureHitTestResult) -> SCNVector3 in
return featureHitTestResult.position
}
// 平均值
let average = points.average!
// 方差
let variance = sqrtf(points.reduce(0) { (sum, point) -> Float in
var sum = sum
sum += (point-average).length()*100*(point-average).length()*100
return sum
}/Float(points.count-1))
// 标准差
let standard = sqrtf(variance)
let σ = variance/standard
points = points.filter { (point) -> Bool in
if (point-average).length()*100 > 3*σ {
print(point,average)
}
return (point-average).length()*100 < 3*σ
}
return points
}
```

* 根据过滤的点用[最小二乘法](https://wenku.baidu.com/view/c9d0713710661ed9ac51f305.html)进行平面推定

```
let detectPlane = planeDetectWithFeatureCloud(featureCloud: warpFeatures)
```

* 根据截锥体轴上的点和向量及平面上的点和法向量计算交点

```
var planePoint = SCNVector3Zero
if detectPlane.x != 0 {
planePoint = SCNVector3(detectPlane.w/detectPlane.x,0,0)
}else if detectPlane.y != 0 {
planePoint = SCNVector3(0,detectPlane.w/detectPlane.y,0)
}else {
planePoint = SCNVector3(0,0,detectPlane.w/detectPlane.z)
}

let ray = sceneView.hitTestRayFromScreenPos(position)
let crossPoint = planeLineIntersectPoint(planeVector: SCNVector3(detectPlane.x,detectPlane.y,detectPlane.z), planePoint: planePoint, lineVector: ray!.direction, linePoint: ray!.origin)
```

* 如果直线和平面平行或不符合平面推定条件,返回点平均值
* 如果截锥体内没有符合的点,查找出距离轴最近的点

## 参考
看到微博上[AR虚拟尺子视频](https://m.weibo.cn/1652421612/4122791333240092),就想试着模仿着实现一下

部分代码来自[苹果ARKitDemo](https://developer.apple.com/sample-code/wwdc/2017/PlacingObjects.zip)

平面拟合代码参考这篇[博客](http://blog.csdn.net/zhouyelihua/article/details/46122977)

## 建议
有任何建议或问题请提issue

## 开源协议
ARuler开源在 GPL 协议下,详细请查看 [LICENSE](./LICENSE) 文件