ARVRAnchor

Anchor point in AR Space.

The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them. This node is mapped to one of the anchors through its unique id. When you receive a signal that a new anchor is available you should add this node to your scene for that anchor. You can predefine nodes and set the id and the nodes will simply remain on 0,0,0 until a plane is recognised. Keep in mind that as long as plane detection is enable the size, placing and orientation of an anchor will be updates as the detection logic learns more about the real world out there especially if only part of the surface is in view.

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Functions

getAnchorId
long getAnchorId()
getAnchorName
String getAnchorName()

Returns the name given to this anchor.

getIsActive
bool getIsActive()

Returns true if the anchor is being tracked and false if no anchor with this id is currently known.

getPlane
Plane getPlane()

Returns a plane aligned with our anchor, handy for intersection testing

getSize
Vector3 getSize()

Returns the estimated size of the plane that was detected. Say when the anchor relates to a table in the real world, this is the estimated size of the surface of that table.

opAssign
ARVRAnchor opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(ARVRAnchor other)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
setAnchorId
void setAnchorId(long anchor_id)

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Properties

anchorId
long anchorId [@property getter]
long anchorId [@property setter]

The anchor's id. You can set this before the anchor itself exists. The first anchor gets an id of 1, the second an id of 2, etc. When anchors get removed, the engine can then assign the corresponding id to new anchors. The most common situation where anchors 'disappear' is when the AR server identifies that two anchors represent different parts of the same plane and merges them.

Static functions

_new
ARVRAnchor _new()
Undocumented in source. Be warned that the author may not have intended to support it.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

_classBinding
struct _classBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
ToRef as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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