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SKShapeNode检测两行相交

[英]SKShapeNode Detect Two Lines Intersection

I am working on a application and i am drawing line based on user touch of user finger. 我正在开发一个应用程序,并且正在根据用户手指的触摸来画线。 Once the touch end event received the line is converted to last path. 收到触摸结束事件后,该行将转换为最后一条路径。 A new line is draw with name "Current path" node when a new touch began event received. 当收到新的触摸开始事件时,将绘制一条名为“当前路径”节点的新行。 I added a physics body for both the line with opposite contact bit mask but i am not able to receive collision event. 我为两条带有相反接触位掩码的线添加了一个物理实体,但是我无法接收碰撞事件。 Following is my code: 以下是我的代码:

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch* touch = [touches anyObject];
    CGPoint positionInScene = [touch locationInNode:self];
    currentPath = CGPathCreateMutable();
    currentPathNode = [self newLineNodeWithFillColor :  CURRENT_LINE_COLOR];
    CGPathMoveToPoint(currentPath, NULL, positionInScene.x, positionInScene.y);
    currentPathNode.path = currentPath;
    [self addChild:currentPathNode];
    uint32_t contactBitMask = circleCategory | lastPathCategory;
    [self addPhysicsBodyForLine:currentPathNode withCategoryBitMask:drawPathCategory withContactBitMask:contactBitMask];
}
- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
    UITouch* touch = [touches anyObject];
    CGPoint positionInScene = [touch locationInNode:self];
    CGPathAddLineToPoint(currentPath, NULL, positionInScene.x, positionInScene.y);
    currentPathNode.path = currentPath;
    uint32_t contactBitMask = lastPathCategory;
    [self addPhysicsBodyForLine:currentPathNode withCategoryBitMask:drawPathCategory withContactBitMask:contactBitMask];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
    if(lastPath == nil){
        lastPath = CGPathCreateMutable();
    }
    CGPathAddPath(lastPath, nil, currentPath);
    [lastPathNode removeFromParent];
    if(currentPathNode != nil){
        [currentPathNode removeFromParent];
        currentPathNode = nil;
    }
    lastPathNode = [self newLineNodeWithFillColor : LAST_LINE_COLOR];
    lastPathNode.path = lastPath;
    [self addChild:lastPathNode];
    [self addPhysicsBodyForLine:lastPathNode withCategoryBitMask:lastPathCategory withContactBitMask:drawPathCategory];
    CGPathRelease(currentPath);
}  
- (void) addPhysicsBodyForLine:(SKShapeNode*)node withCategoryBitMask:(uint32_t)category withContactBitMask:(uint32_t)contactBitMask{
    node.physicsBody =  [SKPhysicsBody bodyWithEdgeChainFromPath:node.path];
    node.physicsBody.categoryBitMask    = category;
    node.physicsBody.contactTestBitMask = contactBitMask;
    node.physicsBody.collisionBitMask = contactBitMask;
    node.physicsBody.dynamic          = YES;
    node.physicsBody.usesPreciseCollisionDetection = YES;
}

But collision is not Detected? 但是没有检测到碰撞? Any Solution. 任何解决方案。

Collisions do not work that way. 碰撞不是那样的。 You will only register a collision if you use physics to move a node's position. 如果您使用物理学来移动节点的位置,则仅会记录碰撞。 Creating a new physics body over (or across) an already existing physics body will not register a collision. 在(或横跨)已经存在的物理物体上创建新的物理物体将不会记录碰撞。

You can use -(BOOL)intersectsNode:(SKNode *)node every time a new path is drawn to check if the new node intersects any other node. 每次绘制新路径时,都可以使用-(BOOL)intersectsNode:(SKNode *)node来检查新节点是否与任何其他节点相交。

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