Swift 如何获取三维模型的大小?来自USDZ文件/场景?

Swift 如何获取三维模型的大小?来自USDZ文件/场景?,swift,scenekit,arkit,scene,Swift,Scenekit,Arkit,Scene,我想从Swift中的USDZ文件/场景中获取3D模型的大小。我怎样才能做到?目前,我在swift中导入了一个USDZ文件,然后在代码中转换为场景: class ViewController: UIViewController, ARSCNViewDelegate { @IBOutlet var sceneView: ARSCNView! override func viewDidLoad() { super.viewDidLoad()

我想从Swift中的USDZ文件/场景中获取3D模型的大小。我怎样才能做到?目前,我在swift中导入了一个USDZ文件,然后在代码中转换为场景:

class ViewController: UIViewController, ARSCNViewDelegate {
    
    @IBOutlet var sceneView: ARSCNView!
    
    override func viewDidLoad() {
        super.viewDidLoad()
        sceneView.delegate = self
    }
    
    override func viewWillAppear(_ animated: Bool) {
            super.viewWillAppear(animated)
            
            let configuration = ARImageTrackingConfiguration()
            
            guard let trackedImages = ARReferenceImage.referenceImages(inGroupNamed: "Photos", bundle: Bundle.main) else {
                print("No images available")
                return
            }
            
            configuration.trackingImages = trackedImages
            configuration.maximumNumberOfTrackedImages = 7
            
            sceneView.session.run(configuration)
        }
    
\\MARK-: WHERE I CONVERT THE USDZ FILE INTO A SCENE TO DISPLAY

    func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
            
            let node = SCNNode()
            
            if let imageAnchor = anchor as? ARImageAnchor {
                let plane = SCNPlane(width: imageAnchor.referenceImage.physicalSize.width, height: imageAnchor.referenceImage.physicalSize.height)

                plane.firstMaterial?.diffuse.contents = UIColor(white: 1, alpha: 0.8)

                let planeNode = SCNNode(geometry: plane)
                planeNode.eulerAngles.x = -.pi / 2

                guard let url = Bundle.main.url(forResource: "shipScene", withExtension: "usdz") else { fatalError() }
                let mdlAsset = MDLAsset(url: url)
                let shipScene = SCNScene(mdlAsset: mdlAsset)
                let shipNode = shipScene.rootNode.childNodes.first!

                shipNode.position = SCNVector3Zero
                shipNode.position.z = 0.15
                
                planeNode.addChildNode(shipNode)
                node.addChildNode(planeNode)
            }
            
            return node
    }
    
}
使用的代码是否正确

shipNode.boundingBox.max
但是我有点困惑如何使用边界框,因为有一个最大/最小值?我用哪一个?或者我该如何使用它?

找到了解决方案

//For width:
shipNode.boundingBox.max.x

//For height:
shipNode.boundingBox.max.y

例如,如果几何体的边界框的最小角点{1,0,2}和最大角点{3,4,5},则几何体顶点数据中的所有点的x坐标值都在-1.0和3.0之间(包括-1.0和3.0)

诸如此类

let width = boundingBox.max.x - boundingBox.min.x
let height = boundingBox.max.y - boundingBox.min.y
let depth = boundingBox.max.z - boundingBox.min.z

boundingBox.max.x用于宽度,boundingBox.max.y用于高度: