鸿蒙5 AR虚拟宠物养成开发实战:多设备协同的3D宠物世界 原创

进修的泡芙
发布于 2025-6-20 14:23
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鸿蒙5 AR虚拟宠物养成开发实战:多设备协同的3D宠物世界

一、项目概述与架构设计

本AR虚拟宠物养成应用基于鸿蒙5的3D渲染和AR引擎实现,主要功能包括:
多设备协同AR场景渲染

3D虚拟宠物实时同步

跨设备互动喂养系统

分布式宠物状态管理

技术架构图

┌─────────────┐ ┌─────────────┐ ┌─────────────┐
手机设备 │ │ 平板设备 │ │ AR眼镜 │

┌────────┐ │ │ ┌────────┐ │ │ ┌────────┐ │

│ AR宠物 │─┼───▶│ │ AR宠物 │ │ │ │ AR宠物 │ │

└────────┘ │ │ └────────┘ │ │ └────────┘ │

└───────┬─────┘ └───────┬─────┘ └───────┬─────┘
│ │

    └─────────┬────────┴─────────┬────────┘

      ┌───────▼───────┐   ┌───────▼───────┐

分布式数据服务 │ │ 3D渲染引擎 │

      └───────────────┘   └───────────────┘

二、核心代码实现
AR场景初始化

// ARSceneManager.ets
import ar from ‘@ohos.ar’;
import graphics3d from ‘@ohos.graphics.3d’;

export class ARSceneManager {
private arSession: ar.ARSession;
private arScene: ar.ARScene;
private petNode: ar.Node;

async init(context: Context) {
// 创建AR会话
this.arSession = await ar.createARSession(context);

// 配置AR场景
const config: ar.ARConfig = {
  trackingMode: ar.TrackingMode.TRACKING_ENHANCED,
  planeDetection: ar.PlaneDetection.HORIZONTAL
};
await this.arSession.configure(config);

// 创建AR场景
this.arScene = await ar.createARScene(this.arSession);

// 加载宠物模型
await this.loadPetModel();

private async loadPetModel() {

const petModel = await graphics3d.loadModel('pet.gltf');
this.petNode = await this.arScene.createNode({
  model: petModel,
  scale: [0.5, 0.5, 0.5],
  position: [0, 0, -1] // 初始位置
});

// 添加动画组件
this.petNode.addComponent(new PetAnimation());

getPetNode(): ar.Node {

return this.petNode;

}

宠物状态同步服务

// PetSyncService.ets
import distributedData from ‘@ohos.data.distributedData’;

export class PetSyncService {
private kvStore: distributedData.KVStore;
private readonly STORE_ID = ‘ar_pet_store’;

async init() {
const kvManager = await distributedData.createKVManager({
bundleName: ‘com.example.virtualpet’
});
this.kvStore = await kvManager.getKVStore(this.STORE_ID, {
createIfMissing: true,
autoSync: true,
kvStoreType: distributedData.KVStoreType.SINGLE_VERSION
});
async syncPetState(state: PetState) {

try {
  await this.kvStore.put(pet_state_${state.petId}, JSON.stringify({
    ...state,
    deviceId: deviceInfo.deviceId,
    timestamp: new Date().getTime()
  }));

catch (err) {

  console.error('同步宠物状态失败:', err);

}

subscribeStateChanges(callback: (state: PetState) => void) {
this.kvStore.on(‘dataChange’, distributedData.SubscribeType.SUBSCRIBE_TYPE_ALL, (changes) => {
changes.forEach(change => {
if (change.key.startsWith(‘pet_state_’)) {
const data = JSON.parse(change.value);
if (data.deviceId !== deviceInfo.deviceId) {
callback(data);
}

  });
});

}

宠物行为控制器

// PetController.ets
export class PetController {
private petState: PetState = {
hunger: 50,
happiness: 70,
energy: 80,
position: [0, 0, -1],
animation: ‘idle’
};

private syncService: PetSyncService;
private arNode: ar.Node;

constructor(node: ar.Node, syncService: PetSyncService) {
this.arNode = node;
this.syncService = syncService;
this.setupBehavior();
private setupBehavior() {

// 状态自动变化
setInterval(() => {
  this.petState.hunger = Math.min(100, this.petState.hunger + 1);
  this.petState.energy = Math.max(0, this.petState.energy - 0.5);
  this.updateState();
}, 60000); // 每分钟变化一次

// 订阅远程更新
this.syncService.subscribeStateChanges(this.handleRemoteUpdate.bind(this));

feed() {

this.petState.hunger = Math.max(0, this.petState.hunger - 20);
this.petState.happiness = Math.min(100, this.petState.happiness + 10);
this.playAnimation('eating');
this.updateState();

play() {

this.petState.happiness = Math.min(100, this.petState.happiness + 15);
this.petState.energy = Math.max(0, this.petState.energy - 10);
this.playAnimation('playing');
this.updateState();

private playAnimation(name: string) {

this.petState.animation = name;
const animator = this.arNode.getComponent(PetAnimation);
animator.play(name);

private updateState() {

this.syncService.syncPetState(this.petState);

private handleRemoteUpdate(state: PetState) {

this.petState = state;
this.arNode.setPosition(state.position);
this.playAnimation(state.animation);

}

三、关键技术创新点
多设备AR场景同步算法

// AR场景同步器
class ARSceneSynchronizer {
private anchorMap: Map<string, ar.Anchor> = new Map();

async syncAnchor(anchor: ar.Anchor) {
const anchorData = await this.serializeAnchor(anchor);
await this.kvStore.put(anchor_${anchor.id}, JSON.stringify(anchorData));
private async serializeAnchor(anchor: ar.Anchor): Promise<AnchorData> {

const pose = await anchor.getPose();
return {
  id: anchor.id,
  position: pose.position,
  rotation: pose.rotation,
  deviceId: deviceInfo.deviceId
};

handleAnchorUpdate(anchorData: AnchorData) {

if (!this.anchorMap.has(anchorData.id)) {
  const anchor = this.arScene.createAnchor({
    position: anchorData.position,
    rotation: anchorData.rotation
  });
  this.anchorMap.set(anchorData.id, anchor);
  
  if (anchorData.deviceId !== deviceInfo.deviceId) {
    this.showRemoteAnchor(anchor);

}

}

分布式物理引擎

// 分布式物理模拟
class DistributedPhysics {
private physicsWorld: PhysicsWorld;
private syncInterval = 100; // 100ms同步一次

setup() {
this.physicsWorld = new PhysicsWorld();
this.startSyncLoop();
applyForce(deviceId: string, force: Vector3) {

if (deviceId !== deviceInfo.deviceId) {
  this.physicsWorld.applyForceToPet(force);

}

private startSyncLoop() {
setInterval(() => {
const petState = this.getPetPhysicsState();
this.syncService.syncPhysics(petState);
}, this.syncInterval);
}

跨设备互动喂养

// 互动喂养系统
class InteractiveFeeding {
private foodPool: Food[] = [];

async throwFood(targetDevice: string, force: Vector3) {
const food = this.createFood();
this.physicsSystem.applyForce(food.id, force);

await this.syncService.syncFood({
  id: food.id,
  position: food.position,
  targetDevice,
  creationTime: Date.now()
});

handleIncomingFood(foodData: FoodData) {

if (foodData.targetDevice === deviceInfo.deviceId) {
  const food = this.spawnFood(foodData);
  this.foodPool.push(food);

}

四、性能优化方案
3D模型分级加载

// 模型加载优化
class ModelLoader {
async loadAdaptiveModel() {
const deviceClass = await this.getDeviceClass();
const modelDetail = {
‘high-end’: ‘pet_high.gltf’,
‘mid-range’: ‘pet_mid.gltf’,
‘low-end’: ‘pet_low.gltf’
};

return graphics3d.loadModel(modelDetail[deviceClass]);

private async getDeviceClass(): Promise<string> {

const perf = await deviceInfo.getPerformance();
if (perf.score > 80) return 'high-end';
if (perf.score > 50) return 'mid-range';
return 'low-end';

}

网络数据压缩

// 状态数据压缩
class StateCompressor {
async compressState(state: PetState): Promise<Uint8Array> {
const jsonStr = JSON.stringify(state);
return zlib.deflate(new TextEncoder().encode(jsonStr));
async decompressState(data: Uint8Array): Promise<PetState> {

const decompressed = await zlib.inflate(data);
return JSON.parse(new TextDecoder().decode(decompressed));

}

AR资源共享

// AR资源管理器
class ARResourceManager {
private sharedTextures: Map<string, graphics3d.Texture> = new Map();

async getSharedTexture(url: string): Promise<graphics3d.Texture> {
if (!this.sharedTextures.has(url)) {
const texture = await graphics3d.loadTexture(url);
this.sharedTextures.set(url, texture);
return this.sharedTextures.get(url);

}

五、完整UI组件实现
AR宠物主界面

// ARPetPage.ets
@Entry
@Component
struct ARPetPage {
@State petStatus: PetStatus = ‘normal’;
@State connectedDevices: DeviceInfo[] = [];

private arScene: ARSceneManager;
private petController: PetController;
private syncService: PetSyncService;

aboutToAppear() {
this.arScene.init(getContext(this));
this.syncService.init();

const petNode = this.arScene.getPetNode();
this.petController = new PetController(petNode, this.syncService);

build() {

Stack() {
  // AR场景视图
  ARView({ arScene: this.arScene })
  
  // 控制面板
  PetControlPanel({
    onFeed: this.petController.feed.bind(this.petController),
    onPlay: this.petController.play.bind(this.petController),
    status: this.petStatus
  })
  
  // 设备连接状态
  DeviceStatusBar({ devices: this.connectedDevices })

}

宠物控制面板

// PetControlPanel.ets
@Component
struct PetControlPanel {
@Prop onFeed: () => void;
@Prop onPlay: () => void;
@Prop status: PetStatus;

build() {
Column() {
// 状态指示器
PetStatusIndicator({ status: this.status })

  // 控制按钮
  Row() {
    Button('喂食', { type: ButtonType.Capsule })
      .width(60)
      .height(60)
      .onClick(() => this.onFeed())
    
    Button('玩耍', { type: ButtonType.Capsule })
      .width(60)
      .height(60)
      .margin({ left: 20 })
      .onClick(() => this.onPlay())

.margin({ top: 20 })

.padding(20)

.backgroundColor('#AAFFFFFF')
.borderRadius(20)
.position({ x: '50%', y: '80%' })

}

六、项目部署与测试
权限配置

在module.json5中添加:

“requestPermissions”: [
“name”: “ohos.permission.CAMERA”

},
“name”: “ohos.permission.DISTRIBUTED_DATASYNC”

},
“name”: “ohos.permission.ACCESS_3D_ENGINE”

},
“name”: “ohos.permission.ACCESS_AR_ENGINE”

]

测试方案

// AR场景测试
describe(‘ARScene’, () => {
it(‘should load pet model correctly’, async () => {
const scene = new ARSceneManager();
await scene.init(mockContext);
const node = scene.getPetNode();
expect(node).not.toBeNull();
});
});

// 状态同步测试
describe(‘PetSync’, () => {
it(‘should sync state between devices’, async () => {
const device1 = new MockDevice(‘device1’);
const device2 = new MockDevice(‘device2’);

await device1.feedPet();
await device2.waitForSync();

expect(device2.getPetHunger()).toBeLessThan(device1.initialHunger);

});
});

七、总结与扩展

本方案实现了:
基于鸿蒙AR引擎的3D虚拟宠物渲染

多设备间宠物状态实时同步

分布式AR场景共享

跨设备互动喂养系统

扩展方向:
添加宠物进化系统

实现户外AR地图探索

开发宠物社交功能

集成语音控制交互

鸿蒙的分布式AR能力为虚拟宠物类应用开发提供了全新可能,开发者可基于此项目框架探索更多虚实结合的创新交互体验。

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