第41节:第三阶段总结:打造一个AR家具摆放应用 - 指南

第41节:第三阶段总结:打造一个AR家具摆放应用

概述

本节将综合运用前面学习的3D模型加载、AR标记跟踪、交互控制等手艺,构建一个完整的AR家具摆放应用。用户可以通过手机摄像头在真实环境中预览和摆放虚拟家具。

在这里插入图片描述

应用架构概览:

用户界面
AR核心系统
家具模型库
标记识别
姿态跟踪
场景渲染
模型加载
材质管理
虚拟物体锚定
交互系统
放置/移动/旋转
撤销/重做
场景保存

核心实现

AR家具摆放应用


<script>
import { onMounted, onUnmounted, ref, reactive, computed } from 'vue';
import * as THREE from 'three';
// AR场景管理器
class ARFurnitureScene {
  constructor(renderer, camera) {
    this.renderer = renderer;
    this.camera = camera;
    this.scene = new THREE.Scene();
    this.placedObjects = new Map();
    this.nextObjectId = 1;
    this.setupScene();
  }
  setupScene() {
    // 环境光照
    const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
    this.scene.add(ambientLight);
    const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
    directionalLight.position.set(5, 10, 7);
    this.scene.add(directionalLight);
  }
  // 添加家具到场景
  async addFurniture(modelType, position, rotation, scale = 1) {
    const geometry = this.createGeometry(modelType);
    const material = this.createMaterial(modelType);
    const mesh = new THREE.Mesh(geometry, material);
    mesh.position.copy(position);
    mesh.rotation.set(rotation.x, rotation.y, rotation.z);
    mesh.scale.setScalar(scale);
    const objectId = this.nextObjectId++;
    mesh.userData = {
      id: objectId,
      type: 'furniture',
      modelType: modelType
    };
    this.scene.add(mesh);
    this.placedObjects.set(objectId, mesh);
    return mesh;
  }
  // 创建几何体
  createGeometry(type) {
    switch (type) {
      case 'chair':
        return this.createChairGeometry();
      case 'table':
        return this.createTableGeometry();
      case 'sofa':
        return this.createSofaGeometry();
      case 'bed':
        return this.createBedGeometry();
      case 'lamp':
        return this.createLampGeometry();
      default:
        return new THREE.BoxGeometry(1, 1, 1);
    }
  }
  // 创建椅子几何体
  createChairGeometry() {
    const group = new THREE.Group();
    // 椅腿
    const legGeo = new THREE.CylinderGeometry(0.05, 0.05, 0.8, 8);
    const legMat = new THREE.MeshStandardMaterial({ color: 0x8B4513 });
    const positions = [
      [0.4, -0.4, 0.4], [-0.4, -0.4, 0.4],
      [0.4, -0.4, -0.4], [-0.4, -0.4, -0.4]
    ];
    positions.forEach(pos => {
      const leg = new THREE.Mesh(legGeo, legMat);
      leg.position.set(pos[0], pos[1], pos[2]);
      group.add(leg);
    });
    // 椅面
    const seatGeo = new THREE.BoxGeometry(1, 0.1, 1);
    const seatMat = new THREE.MeshStandardMaterial({ color: 0xD2691E });
    const seat = new THREE.Mesh(seatGeo, seatMat);
    seat.position.y = 0;
    group.add(seat);
    // 椅背
    const backGeo = new THREE.BoxGeometry(1, 1, 0.1);
    const backMat = new THREE.MeshStandardMaterial({ color: 0xD2691E });
    const back = new THREE.Mesh(backGeo, backMat);
    back.position.set(0, 0.5, -0.45);
    group.add(back);
    return group;
  }
  // 创建桌子几何体
  createTableGeometry() {
    const group = new THREE.Group();
    // 桌腿
    const legGeo = new THREE.CylinderGeometry(0.08, 0.08, 1.2, 8);
    const legMat = new THREE.MeshStandardMaterial({ color: 0x8B4513 });
    const positions = [
      [0.8, -0.6, 0.8], [-0.8, -0.6, 0.8],
      [0.8, -0.6, -0.8], [-0.8, -0.6, -0.8]
    ];
    positions.forEach(pos => {
      const leg = new THREE.Mesh(legGeo, legMat);
      leg.position.set(pos[0], pos[1], pos[2]);
      group.add(leg);
    });
    // 桌面
    const topGeo = new THREE.CylinderGeometry(1.2, 1.2, 0.1, 32);
    const topMat = new THREE.MeshStandardMaterial({ color: 0xD2691E });
    const top = new THREE.Mesh(topGeo, topMat);
    top.position.y = 0.05;
    group.add(top);
    return group;
  }
  // 创建沙发几何体
  createSofaGeometry() {
    const group = new THREE.Group();
    // 底座
    const baseGeo = new THREE.BoxGeometry(2, 0.5, 1);
    const baseMat = new THREE.MeshStandardMaterial({ color: 0x8B0000 });
    const base = new THREE.Mesh(baseGeo, baseMat);
    base.position.y = -0.25;
    group.add(base);
    // 靠背
    const backGeo = new THREE.BoxGeometry(2, 1, 0.1);
    const backMat = new THREE.MeshStandardMaterial({ color: 0x8B0000 });
    const back = new THREE.Mesh(backGeo, backMat);
    back.position.set(0, 0.25, -0.45);
    group.add(back);
    return group;
  }
  // 创建床几何体
  createBedGeometry() {
    const group = new THREE.Group();
    // 床垫
    const mattressGeo = new THREE.BoxGeometry(2, 0.3, 1.5);
    const mattressMat = new THREE.MeshStandardMaterial({ color: 0x87CEEB });
    const mattress = new THREE.Mesh(mattressGeo, mattressMat);
    group.add(mattress);
    // 床头板
    const headboardGeo = new THREE.BoxGeometry(2, 0.8, 0.1);
    const headboardMat = new THREE.MeshStandardMaterial({ color: 0x8B4513 });
    const headboard = new THREE.Mesh(headboardGeo, headboardMat);
    headboard.position.set(0, 0.25, -0.7);
    group.add(headboard);
    return group;
  }
  // 创建台灯几何体
  createLampGeometry() {
    const group = new THREE.Group();
    // 灯座
    const baseGeo = new THREE.CylinderGeometry(0.2, 0.2, 0.1, 32);
    const baseMat = new THREE.MeshStandardMaterial({ color: 0x333333 });
    const base = new THREE.Mesh(baseGeo, baseMat);
    base.position.y = -0.45;
    group.add(base);
    // 灯杆
    const poleGeo = new THREE.CylinderGeometry(0.03, 0.03, 1, 8);
    const poleMat = new THREE.MeshStandardMaterial({ color: 0x666666 });
    const pole = new THREE.Mesh(poleGeo, poleMat);
    group.add(pole);
    // 灯罩
    const shadeGeo = new THREE.ConeGeometry(0.3, 0.5, 32);
    const shadeMat = new THREE.MeshStandardMaterial({
      color: 0xFFFFFF,
      transparent: true,
      opacity: 0.8
    });
    const shade = new THREE.Mesh(shadeGeo, shadeMat);
    shade.position.y = 0.25;
    group.add(shade);
    return group;
  }
  // 创建材质
  createMaterial(type) {
    const materials = {
      chair: new THREE.MeshStandardMaterial({ color: 0xD2691E }),
      table: new THREE.MeshStandardMaterial({ color: 0x8B4513 }),
      sofa: new THREE.MeshStandardMaterial({ color: 0x8B0000 }),
      bed: new THREE.MeshStandardMaterial({ color: 0x87CEEB }),
      lamp: new THREE.MeshStandardMaterial({ color: 0xFFFFFF })
    };
    return materials[type] || new THREE.MeshStandardMaterial({ color: 0x6495ED });
  }
  // 删除对象
  removeObject(objectId) {
    const object = this.placedObjects.get(objectId);
    if (object) {
      this.scene.remove(object);
      this.placedObjects.delete(objectId);
    }
  }
  // 获取所有对象
  getAllObjects() {
    return Array.from(this.placedObjects.values());
  }
  // 渲染场景
  render() {
    this.renderer.render(this.scene, this.camera);
  }
}
// AR跟踪管理器
class ARTrackingManager {
  constructor(videoElement, canvasElement) {
    this.video = videoElement;
    this.canvas = canvasElement;
    this.ctx = canvasElement.getContext('2d');
    this.isTracking = false;
    this.markerDetector = new SimpleMarkerDetector();
    this.poseEstimator = new PoseEstimator();
  }
  async start() {
    this.isTracking = true;
    try {
      const stream = await navigator.mediaDevices.getUserMedia({
        video: {
          width: 1280,
          height: 720,
          facingMode: 'environment'
        }
      });
      this.video.srcObject = stream;
      this.startTrackingLoop();
    } catch (error) {
      console.error('无法访问相机:', error);
      throw error;
    }
  }
  stop() {
    this.isTracking = false;
    if (this.video.srcObject) {
      this.video.srcObject.getTracks().forEach(track => track.stop());
    }
  }
  startTrackingLoop() {
    const processFrame = async () => {
      if (!this.isTracking) return;
      this.ctx.drawImage(this.video, 0, 0, this.canvas.width, this.canvas.height);
      try {
        const markers = await this.markerDetector.detectMarkers(this.video);
        if (this.onMarkersDetected) {
          this.onMarkersDetected(markers);
        }
      } catch (error) {
        console.warn('标记检测失败:', error);
      }
      requestAnimationFrame(processFrame);
    };
    processFrame();
  }
  // 估计放置位置(简化版平面检测)
  estimatePlacementPosition(screenX, screenY) {
    // 在实际应用中,这里应该使用ARCore/ARKit的平面检测
    // 简化实现:在相机前方固定距离放置
    const distance = 2;
    const fov = 60 * Math.PI / 180;
    const aspect = this.video.videoWidth / this.video.videoHeight;
    const x = (screenX / this.canvas.width - 0.5) * distance * Math.tan(fov/2) * aspect;
    const y = -(screenY / this.canvas.height - 0.5) * distance * Math.tan(fov/2);
    return new THREE.Vector3(x, y, -distance);
  }
}
export default {
  name: 'ARFurnitureApp',
  setup() {
    // 响应式状态
    const videoElement = ref(null);
    const arCanvas = ref(null);
    const isLoading = ref(true);
    const loadingProgress = ref(0);
    const trackingStatus = ref('searching');
    const interactionMode = ref('place');
    const selectedFurniture = ref(null);
    const selectedObject = ref(null);
    const currentCategory = ref('living');
    const isSaving = ref(false);
    const showInstruction = ref(true);
    // 家具数据
    const categories = ref([
      { id: 'living', name: '客厅' },
      { id: 'bedroom', name: '卧室' },
      { id: 'dining', name: '餐厅' },
      { id: 'decor', name: '装饰' }
    ]);
    const furnitureItems = ref({
      living: [
        { id: 'sofa', name: '沙发', thumbnail: '/thumbnails/sofa.png' },
        { id: 'chair', name: '椅子', thumbnail: '/thumbnails/chair.png' },
        { id: 'table', name: '茶几', thumbnail: '/thumbnails/table.png' },
        { id: 'lamp', name: '台灯', thumbnail: '/thumbnails/lamp.png' }
      ],
      bedroom: [
        { id: 'bed', name: '床', thumbnail: '/thumbnails/bed.png' },
        { id: 'nightstand', name: '床头柜', thumbnail: '/thumbnails/nightstand.png' }
      ],
      dining: [
        { id: 'dining_table', name: '餐桌', thumbnail: '/thumbnails/dining_table.png' },
        { id: 'dining_chair', name: '餐椅', thumbnail: '/thumbnails/dining_chair.png' }
      ],
      decor: [
        { id: 'plant', name: '植物', thumbnail: '/thumbnails/plant.png' },
        { id: 'vase', name: '花瓶', thumbnail: '/thumbnails/vase.png' }
      ]
    });
    // 计算属性
    const currentFurniture = computed(() =>
      furnitureItems.value[currentCategory.value] || []
    );
    const statusText = computed(() => {
      const texts = {
        searching: '寻找平面...',
        tracking: '跟踪中',
        placing: '放置模式',
        moving: '移动模式',
        rotating: '旋转模式'
      };
      return texts[trackingStatus.value] || '未知状态';
    });
    const statusIcon = computed(() => {
      const icons = {
        searching: '',
        tracking: '✅',
        placing: '',
        moving: '',
        rotating: ''
      };
      return icons[trackingStatus.value] || '❓';
    });
    // AR系统实例
    let arTracker, sceneManager, renderer, camera;
    let animationFrameId;
    // 初始化
    const init = async () => {
      try {
        await initARSystem();
        await initScene();
        await startARTracking();
        isLoading.value = false;
        // 3秒后隐藏指引
        setTimeout(() => {
          showInstruction.value = false;
        }, 3000);
      } catch (error) {
        console.error('初始化失败:', error);
        trackingStatus.value = 'searching';
      }
    };
    // 初始化AR系统
    const initARSystem = async () => {
      // 初始化渲染器
      renderer = new THREE.WebGLRenderer({
        canvas: arCanvas.value,
        alpha: true,
        antialias: true
      });
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
      // 初始化相机
      camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
      camera.position.set(0, 1.6, 3);
      // 初始化场景管理器
      sceneManager = new ARFurnitureScene(renderer, camera);
      loadingProgress.value = 50;
      // 初始化AR跟踪
      arTracker = new ARTrackingManager(videoElement.value, arCanvas.value);
      arTracker.onMarkersDetected = handleMarkersDetected;
      loadingProgress.value = 100;
    };
    // 初始化场景
    const initScene = async () => {
      // 可以预加载一些资源或设置初始场景
      return new Promise(resolve => setTimeout(resolve, 500));
    };
    // 开始AR跟踪
    const startARTracking = async () => {
      await arTracker.start();
      trackingStatus.value = 'tracking';
      startRenderLoop();
    };
    // 渲染循环
    const startRenderLoop = () => {
      const animate = () => {
        animationFrameId = requestAnimationFrame(animate);
        sceneManager.render();
      };
      animate();
    };
    // 处理标记检测
    const handleMarkersDetected = (markers) => {
      if (markers.length > 0) {
        trackingStatus.value = 'tracking';
      } else {
        trackingStatus.value = 'searching';
      }
    };
    // 选择家具
    const selectFurniture = (item) => {
      selectedFurniture.value = item.id;
      interactionMode.value = 'place';
      trackingStatus.value = 'placing';
    };
    // 设置交互模式
    const setInteractionMode = (mode) => {
      interactionMode.value = mode;
      trackingStatus.value = mode;
      if (mode !== 'place') {
        selectedFurniture.value = null;
      }
    };
    // 放置家具
    const placeFurniture = async (position) => {
      if (!selectedFurniture.value) return;
      const rotation = new THREE.Vector3(0, 0, 0);
      const object = await sceneManager.addFurniture(
        selectedFurniture.value,
        position,
        rotation,
        1
      );
      selectedObject.value = object;
      selectedFurniture.value = null;
      interactionMode.value = 'move';
      trackingStatus.value = 'moving';
    };
    // 统一缩放
    const uniformScale = (event) => {
      if (selectedObject.value) {
        const scale = parseFloat(event.target.value);
        selectedObject.value.scale.set(scale, scale, scale);
      }
    };
    // 删除选中对象
    const deleteSelected = () => {
      if (selectedObject.value) {
        sceneManager.removeObject(selectedObject.value.userData.id);
        selectedObject.value = null;
      }
    };
    // 保存场景
    const saveScene = async () => {
      isSaving.value = true;
      try {
        const sceneData = {
          objects: sceneManager.getAllObjects().map(obj => ({
            id: obj.userData.id,
            type: obj.userData.modelType,
            position: obj.position.toArray(),
            rotation: [obj.rotation.x, obj.rotation.y, obj.rotation.z],
            scale: obj.scale.toArray()
          })),
          timestamp: new Date().toISOString()
        };
        localStorage.setItem('arFurnitureScene', JSON.stringify(sceneData));
        // 显示保存成功提示
        setTimeout(() => {
          isSaving.value = false;
        }, 1000);
      } catch (error) {
        console.error('保存场景失败:', error);
        isSaving.value = false;
      }
    };
    // 点击放置家具
    const handleCanvasClick = (event) => {
      if (interactionMode.value === 'place' && selectedFurniture.value) {
        const rect = arCanvas.value.getBoundingClientRect();
        const x = event.clientX - rect.left;
        const y = event.clientY - rect.top;
        const position = arTracker.estimatePlacementPosition(x, y);
        placeFurniture(position);
      }
    };
    onMounted(() => {
      init();
      arCanvas.value.addEventListener('click', handleCanvasClick);
    });
    onUnmounted(() => {
      if (arTracker) {
        arTracker.stop();
      }
      if (animationFrameId) {
        cancelAnimationFrame(animationFrameId);
      }
      arCanvas.value.removeEventListener('click', handleCanvasClick);
    });
    return {
      // 模板引用
      videoElement,
      arCanvas,
      // 状态数据
      isLoading,
      loadingProgress,
      trackingStatus,
      interactionMode,
      selectedFurniture,
      selectedObject,
      currentCategory,
      isSaving,
      showInstruction,
      categories,
      furnitureItems,
      // 计算属性
      currentFurniture,
      statusText,
      statusIcon,
      // 方法
      selectFurniture,
      setInteractionMode,
      uniformScale,
      deleteSelected,
      saveScene
    };
  }
};
</script>

应用特性

核心功能

  1. 实时AR跟踪- 基于标记或平面检测的稳定跟踪
  2. 家具模型库- 分类整理的3D家具模型
  3. 直观放置- 点击屏幕即可放置选中家具
  4. 精细控制- 协助位置、旋转、缩放的精确调整
  5. 场景持久化- 本地保存和恢复家具布局

交互体验

  • 智能状态提示- 清晰呈现当前AR跟踪状态
  • 视觉反馈- 选中高亮和操作确认
  • 渐进式指引- 新用户友好引导
  • 响应式布局- 适配不同屏幕尺寸

技术亮点

  • 模块化架构- 清晰的职责分离
  • 性能优化- 高效的渲染和资源管理
  • 错误处理- 健壮的异常处理机制
  • 扩展性强- 易于添加新家具和功能

本节通过完整的AR家具摆放应用,展示了如何将前面学习的AR技术、3D渲染和交互设计整合到实用的商业应用中。这种类型的应用在家具零售、室内设计等领域具有广泛的应用前景。

posted @ 2025-12-15 21:06  gccbuaa  阅读(2)  评论(0)    收藏  举报