第41节:第三阶段总结:打造一个AR家具摆放应用

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、交互控制等技术,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。

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

vue 复制代码
<template>
  <div class="ar-furniture-app">
    <!-- AR视图 -->
    <div class="ar-viewport">
      <video ref="videoElement" class="camera-feed" autoplay playsinline></video>
      <canvas ref="arCanvas" class="ar-overlay"></canvas>
      
      <!-- UI叠加层 -->
      <div class="ar-ui">
        <div class="status-indicator" :class="trackingStatus">
          <span class="status-icon">{{ statusIcon }}</span>
          <span class="status-text">{{ statusText }}</span>
        </div>
        
        <div class="instruction" v-if="showInstruction">
          📱 扫描平面或标记来放置家具
        </div>
      </div>
    </div>

    <!-- 底部控制栏 -->
    <div class="control-bar">
      <!-- 家具选择 -->
      <div class="furniture-picker">
        <div class="category-tabs">
          <button v-for="category in categories" 
                  :key="category.id"
                  :class="{ active: currentCategory === category.id }"
                  @click="currentCategory = category.id"
                  class="tab-button">
            {{ category.name }}
          </button>
        </div>
        
        <div class="furniture-grid">
          <div v-for="item in currentFurniture" 
               :key="item.id"
               :class="{ selected: selectedFurniture === item.id }"
               @click="selectFurniture(item)"
               class="furniture-item">
            <img :src="item.thumbnail" :alt="item.name" class="item-thumb">
            <span class="item-name">{{ item.name }}</span>
          </div>
        </div>
      </div>

      <!-- 操作控制 -->
      <div class="action-controls">
        <button @click="setInteractionMode('place')" 
                :class="{ active: interactionMode === 'place' }"
                class="action-button">
          📍 放置
        </button>
        <button @click="setInteractionMode('move')"
                :class="{ active: interactionMode === 'move' }"
                class="action-button">
          🚀 移动
        </button>
        <button @click="setInteractionMode('rotate')"
                :class="{ active: interactionMode === 'rotate' }"
                class="action-button">
          🔄 旋转
        </button>
        <button @click="deleteSelected" class="action-button delete">
          🗑️ 删除
        </button>
        <button @click="saveScene" class="action-button save">
            <span v-if="!isSaving">💾 保存</span>
            <span v-else>⏳ 保存中...</span>
        </button>
      </div>
    </div>

    <!-- 变换控制面板 -->
    <div v-if="selectedObject" class="transform-panel">
      <div class="transform-controls">
        <div class="control-group">
          <label>位置</label>
          <div class="vector-controls">
            <input type="number" v-model.number="selectedObject.position.x" step="0.1" placeholder="X">
            <input type="number" v-model.number="selectedObject.position.y" step="0.1" placeholder="Y">
            <input type="number" v-model.number="selectedObject.position.z" step="0.1" placeholder="Z">
          </div>
        </div>
        
        <div class="control-group">
          <label>旋转</label>
          <div class="vector-controls">
            <input type="number" v-model.number="selectedObject.rotation.x" step="0.1" placeholder="X">
            <input type="number" v-model.number="selectedObject.rotation.y" step="0.1" placeholder="Y">
            <input type="number" v-model.number="selectedObject.rotation.z" step="0.1" placeholder="Z">
          </div>
        </div>
        
        <div class="control-group">
          <label>缩放: {{ selectedObject.scale.x.toFixed(1) }}</label>
          <input type="range" v-model.number="selectedObject.scale.x" min="0.1" max="3" step="0.1"
                 @input="uniformScale">
        </div>
      </div>
    </div>

    <!-- 加载状态 -->
    <div v-if="isLoading" class="loading-overlay">
      <div class="loading-content">
        <div class="spinner"></div>
        <h3>初始化AR场景...</h3>
        <p>{{ loadingProgress }}%</p>
      </div>
    </div>
  </div>
</template>

<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>

<style scoped>
.ar-furniture-app {
  width: 100%;
  height: 100vh;
  background: #000;
  overflow: hidden;
  position: relative;
}

.ar-viewport {
  width: 100%;
  height: 100%;
  position: relative;
}

.camera-feed {
  width: 100%;
  height: 100%;
  object-fit: cover;
}

.ar-overlay {
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  pointer-events: auto;
}

.ar-ui {
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  pointer-events: none;
}

.status-indicator {
  position: absolute;
  top: 20px;
  left: 20px;
  padding: 12px 20px;
  background: rgba(0, 0, 0, 0.7);
  color: white;
  border-radius: 25px;
  font-size: 14px;
  display: flex;
  align-items: center;
  gap: 8px;
  backdrop-filter: blur(10px);
  border: 1px solid rgba(255, 255, 255, 0.2);
  pointer-events: none;
}

.status-indicator.searching {
  background: rgba(255, 165, 0, 0.7);
}

.status-indicator.tracking {
  background: rgba(0, 255, 0, 0.7);
}

.status-indicator.placing {
  background: rgba(0, 150, 255, 0.7);
}

.instruction {
  position: absolute;
  top: 50%;
  left: 50%;
  transform: translate(-50%, -50%);
  background: rgba(0, 0, 0, 0.8);
  color: white;
  padding: 20px 30px;
  border-radius: 15px;
  font-size: 16px;
  text-align: center;
  backdrop-filter: blur(10px);
  border: 1px solid rgba(255, 255, 255, 0.3);
  pointer-events: none;
}

.control-bar {
  position: absolute;
  bottom: 0;
  left: 0;
  width: 100%;
  background: rgba(45, 45, 45, 0.95);
  backdrop-filter: blur(20px);
  border-top: 1px solid rgba(255, 255, 255, 0.1);
  padding: 15px;
}

.furniture-picker {
  margin-bottom: 15px;
}

.category-tabs {
  display: flex;
  gap: 5px;
  margin-bottom: 15px;
  overflow-x: auto;
}

.tab-button {
  padding: 8px 16px;
  background: #444;
  color: #ccc;
  border: none;
  border-radius: 20px;
  font-size: 14px;
  white-space: nowrap;
  cursor: pointer;
  transition: all 0.3s ease;
}

.tab-button.active {
  background: #00a8ff;
  color: white;
}

.furniture-grid {
  display: grid;
  grid-template-columns: repeat(auto-fit, minmax(80px, 1fr));
  gap: 10px;
  max-height: 120px;
  overflow-y: auto;
}

.furniture-item {
  display: flex;
  flex-direction: column;
  align-items: center;
  padding: 8px;
  background: #333;
  border-radius: 10px;
  cursor: pointer;
  transition: all 0.3s ease;
  border: 2px solid transparent;
}

.furniture-item:hover {
  background: #444;
}

.furniture-item.selected {
  background: #00a8ff;
  border-color: #00ffff;
}

.item-thumb {
  width: 40px;
  height: 40px;
  object-fit: cover;
  border-radius: 5px;
  margin-bottom: 5px;
}

.item-name {
  color: white;
  font-size: 12px;
  text-align: center;
}

.action-controls {
  display: grid;
  grid-template-columns: repeat(5, 1fr);
  gap: 8px;
}

.action-button {
  padding: 12px 8px;
  background: #444;
  color: white;
  border: none;
  border-radius: 8px;
  font-size: 12px;
  cursor: pointer;
  transition: all 0.3s ease;
  display: flex;
  align-items: center;
  justify-content: center;
  gap: 4px;
}

.action-button:hover {
  background: #555;
}

.action-button.active {
  background: #00a8ff;
}

.action-button.delete {
  background: #ff4757;
}

.action-button.save {
  background: #2ed573;
}

.transform-panel {
  position: absolute;
  top: 80px;
  right: 20px;
  background: rgba(45, 45, 45, 0.9);
  padding: 15px;
  border-radius: 10px;
  backdrop-filter: blur(10px);
  border: 1px solid rgba(255, 255, 255, 0.1);
  min-width: 200px;
}

.transform-controls {
  display: flex;
  flex-direction: column;
  gap: 15px;
}

.control-group {
  display: flex;
  flex-direction: column;
  gap: 8px;
}

.control-group label {
  color: #00ffff;
  font-size: 14px;
  font-weight: bold;
}

.vector-controls {
  display: grid;
  grid-template-columns: 1fr 1fr 1fr;
  gap: 5px;
}

.vector-controls input {
  padding: 6px;
  background: #333;
  border: 1px solid #555;
  border-radius: 4px;
  color: white;
  font-size: 12px;
  text-align: center;
}

.vector-controls input::placeholder {
  color: #888;
}

.control-group input[type="range"] {
  width: 100%;
}

.loading-overlay {
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  background: linear-gradient(135deg, #1a2a6c, #b21f1f, #fdbb2d);
  display: flex;
  justify-content: center;
  align-items: center;
  z-index: 1000;
}

.loading-content {
  text-align: center;
  color: white;
}

.spinner {
  width: 50px;
  height: 50px;
  border: 4px solid rgba(255, 255, 255, 0.3);
  border-top: 4px solid #00ffff;
  border-radius: 50%;
  animation: spin 1s linear infinite;
  margin: 0 auto 20px;
}

.loading-content h3 {
  margin: 0 0 10px 0;
  color: white;
}

.loading-content p {
  margin: 0;
  color: #00ffff;
  font-size: 18px;
  font-weight: bold;
}

@keyframes spin {
  0% { transform: rotate(0deg); }
  100% { transform: rotate(360deg); }
}

/* 响应式设计 */
@media (max-width: 768px) {
  .action-controls {
    grid-template-columns: repeat(3, 1fr);
  }
  
  .action-button.save {
    grid-column: 1 / -1;
  }
  
  .transform-panel {
    position: relative;
    top: auto;
    right: auto;
    margin: 10px;
    width: calc(100% - 20px);
  }
  
  .furniture-grid {
    grid-template-columns: repeat(4, 1fr);
  }
}

@media (max-width: 480px) {
  .category-tabs {
    font-size: 12px;
  }
  
  .tab-button {
    padding: 6px 12px;
  }
  
  .action-button {
    font-size: 11px;
    padding: 10px 6px;
  }
  
  .furniture-grid {
    grid-template-columns: repeat(3, 1fr);
  }
}
</style>

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 - 支持位置、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 - 清晰显示当前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。

相关推荐
aiopencode2 小时前
苹果应用商店上架全流程 从证书体系到 IPA 上传的跨平台方法
后端
百***86052 小时前
Spring BOOT 启动参数
java·spring boot·后端
wei_shuo2 小时前
基于Linux平台的openGauss一主两备高可用集群部署与运维实践研究
后端
by__csdn2 小时前
微服务与单体那些事儿
java·后端·微服务·云原生·架构
天草二十六_简村人2 小时前
dify中级入门示例--使用知识库搭建智能客服机器人
后端·ai·云原生·ai编程
optimistic_chen3 小时前
【Java EE进阶 --- SpringBoot】AOP原理
spring boot·笔记·后端·java-ee·开源·aop
IT_陈寒3 小时前
Vue3性能优化实战:我从这5个技巧中获得了40%的渲染提升
前端·人工智能·后端
IUGEI4 小时前
Websocket、HTTP/2、HTTP/3原理解析
java·网络·后端·websocket·网络协议·http·https
iOS开发上架哦4 小时前
iOS App HTTPS 抓包实战:从 TLS 分析到多工具协同的完整解决方案
后端