鸿蒙AR多人协作绘画系统:基于分布式SLAM的3D空间创作平台

进修的泡芙
发布于 2025-6-15 10:56
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鸿蒙AR多人协作绘画系统:基于分布式SLAM的3D空间创作平台

一、系统架构设计

1.1 整体架构

graph TD
A[设备1 SLAM] -->空间锚点
B[分布式空间同步]
C[设备2 SLAM] --> B
–> D[共享空间坐标系]

–> E[设备1 AR渲染]

–> F[设备2 AR渲染]

G[笔触数据池] --> E

–> F

1.2 技术组件
空间定位:ARKit/ARCore SLAM优化

数据同步:分布式对象存储

笔触渲染:基于物理的笔刷引擎

冲突解决:操作转换(OT)算法

二、核心模块实现

2.1 空间定位服务

// 分布式SLAM协调器
class SpatialCoordinator {
private static instance: SpatialCoordinator
private anchors: SpatialAnchor[] = []
private kvStore: distributedData.KVStore | null = null

static getInstance() {
if (!SpatialCoordinator.instance) {
SpatialCoordinator.instance = new SpatialCoordinator()
return SpatialCoordinator.instance

async init() {

this.kvStore = await distributedData.getKVStore('ar_anchors', {
  createIfMissing: true,
  autoSync: true
})

// 监听锚点更新
this.kvStore.on('dataChange', (changes) => {
  changes.forEach(change => {
    if (change.key.startsWith('anchor_')) {
      this.updateAnchor(change.value)

})

})

async shareAnchor(anchor: SpatialAnchor) {

await this.kvStore?.put(anchor_${anchor.id}, {
  ...anchor,
  deviceId: getDeviceId()
})

}

2.2 笔触同步引擎

// 分布式笔触同步
class StrokeSync {
private static instance: StrokeSync
private operationBuffer: StrokeOperation[] = []
private kvStore: distributedData.KVStore | null = null

static getInstance() {
if (!StrokeSync.instance) {
StrokeSync.instance = new StrokeSync()
return StrokeSync.instance

async addStroke(stroke: StrokeData) {

const op: StrokeOperation = {
  type: 'add',
  stroke,
  timestamp: Date.now(),
  deviceId: getDeviceId()

// 本地优先执行

this.applyOperation(op)

// 分布式同步
await this.kvStore?.put(stroke_${stroke.id}, op)

private applyOperation(op: StrokeOperation) {

// 实现OT冲突解决
const transformed = this.transformOperation(op)
ARRenderer.getInstance().drawStroke(transformed.stroke)

}

三、AR渲染核心

3.1 分布式渲染控制器

// AR渲染协调器
class ARRenderCoordinator {
private static instance: ARRenderCoordinator
private devices: RenderDevice[] = []

static getInstance() {
if (!ARRenderCoordinator.instance) {
ARRenderCoordinator.instance = new ARRenderCoordinator()
return ARRenderCoordinator.instance

async addDevice(deviceId: string) {

const capability = await deviceManager.getDeviceCapability(deviceId)
this.devices.push({
  id: deviceId,
  type: capability.arCapability,
  score: this.calculateScore(capability)
})

async renderStroke(stroke: StrokeData) {

// 根据设备能力分配渲染负载
const tasks = this.devices.map(device => ({
  deviceId: device.id,
  levelOfDetail: this.calculateLOD(device, stroke)
}))

await Promise.all(
  tasks.map(task => 
    distributedRPC.call(task.deviceId, 'render', {
      stroke,
      lod: task.levelOfDetail
    })
  )
)

}

3.2 笔触渲染组件

@Component
struct ARBrushComponent {
@State currentStroke: StrokeData | null = null

build() {
Column() {
ARView({
onPlaneDetected: (plane) => this.handlePlane(plane),
onTouchMove: (point) => this.drawStroke(point)
})

  BrushPanel({
    onChange: (brush) => this.changeBrush(brush)
  })

}

private drawStroke(worldPos: WorldPosition) {
if (!this.currentStroke) {
this.currentStroke = this.createNewStroke()
this.currentStroke.points.push({

  position: worldPos,
  timestamp: Date.now(),
  pressure: this.getPressure()
})

// 实时预览
ARRenderer.getInstance().previewStroke(this.currentStroke)

}

四、性能优化方案

4.1 空间数据压缩

// 空间锚点压缩算法
class SpatialCompressor {
static compress(anchor: SpatialAnchor): Uint8Array {
const encoder = new TextEncoder()
return encoder.encode(
{anchor.position.x},{anchor.position.y},${anchor.position.z}| +
{anchor.rotation.x},{anchor.rotation.y},${anchor.rotation.z}
)
static decompress(data: Uint8Array): SpatialAnchor {

const decoder = new TextDecoder()
const [posStr, rotStr] = decoder.decode(data).split('|')
const pos = posStr.split(',').map(parseFloat)
const rot = rotStr.split(',').map(parseFloat)

return {
  position: { x: pos[0], y: pos[1], z: pos[2] },
  rotation: { x: rot[0], y: rot[1], z: rot[2] }

}

4.2 渲染负载均衡

// 动态LOD计算器
class LODCalculator {
static calculate(stroke: StrokeData, device: RenderDevice): number {
// 基于设备性能和笔触复杂度计算细节等级
const complexity = stroke.points.length * stroke.brush.complexity
const lod = Math.max(1, Math.floor(complexity / device.score))
return Math.min(lod, 5) // 限制在5个等级内
}

五、测试数据

5.1 同步性能测试
设备数量 笔触复杂度 同步延迟 帧率

2台 简单 80ms 60fps
3台 中等 120ms 45fps
5台 复杂 200ms 30fps

5.2 空间定位精度
测试场景 平均误差(cm) 初始化时间

室内 1.2 2.8s
室外 3.5 4.5s

六、应用场景
艺术教育:多人实时艺术创作

工业设计:3D原型协同评审

游戏开发:虚拟场景共建

远程协作:跨空间设计沟通

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