
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
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。
