First we need to get world position for both anchors. These coordinates can be retrieved from each anchor transform like this:
let transform = anchor.transform
let position = vector_float3.init(transform.columns.3.x, transform.columns.3.y, transform.columns.3.z)
Now we can have two points in space, for each anchor. Lets call them p1
and p2
. To calculate the angle to the horizontal we need a third point.
If the vertice of our angle is p1
this new point will have the same y coordinate as p1
but right below or above p2
. So:
let p2Hor = vector_float3.init(p2.x, p1.y, p2.z)
To calculate the angle we need the normalised vectors from the vertice (p1
) to each of the points (p2
and p2Hor
) and their dot product. Those operations with vector_float3
and the simd
module are rather easy. The normalised vectors are calculated like this:
let p1ToP2Norm = normalize(p2 - p1)
let p1ToP2HorNorm = normalize(p2Hor - p1)
And the dot product:
let dotProduct = dot(p1ToP2Norm, p1ToP2HorNorm)
The angle (in radians) is:
let angle = acos(dotProduct)
All of this in an extension for vector_float3
in swift for ARKit:
import ARKit
import simd
extension vector_float3 {
/// Returns the angle of a line defined by to points to a horizontal plane
///
/// - Parameters:
/// - p1: p1 (vertice)
/// - p2: p2
/// - Returns: angle to a horizontal crossing p1 in radians
static func angleBetweenPointsToHorizontalPlane(p1:vector_float3, p2:vector_float3) -> Float {
///Point in 3d space on the same level of p1 but equal to p2
let p2Hor = vector_float3.init(p2.x, p1.y, p2.z)
let p1ToP2Norm = normalize(p2 - p1)
let p1ToP2HorNorm = normalize(p2Hor - p1)
let dotProduct = dot(p1ToP2Norm, p1ToP2HorNorm)
let angle = acos(dotProduct)
return angle
}
}