[英]SceneKit intersection of nodes
我在 SceneKit 中计算 2 个节点的交集时遇到问题。 对象就像球体和更厚的平面(更复杂的多边形)。 设置:带有 2 个可以移动的不规则物体的简单场景。 我尝试了几件事,例如:
ShapeType.convexNull
显示一些东西,但即使对象不接触也有连接点ShapeType.concavePolyhedron
不显示任何东西。我使用的示例代码:
let root = SCNScene()
let n1 = SCNNode()
let n2 = SCNNode()
root.rootNode.addChildNode(n1)
root.rootNode.addChildNode(n2)
// try1
let options = [SCNPhysicsShape.Option.type: SCNPhysicsShape.ShapeType.convexHull]
n1.physicsBody = SCNPhysicsBody(type: .kinematic, shape: SCNPhysicsShape(node: n1, options: options))
n2.physicsBody = SCNPhysicsBody(type: .kinematic, shape: SCNPhysicsShape(node: n2, options: options))
n1.physicsBody?.isAffectedByGravity = false
n2.physicsBody?.isAffectedByGravity = false
let opt: [SCNPhysicsWorld.TestOption : Any] = [.searchMode: SCNHitTestSearchMode.all]
let inter = root.physicsWorld.contactTestBetween(n1.physicsBody!, n2.physicsBody!, options: opt)
//does not work as expected
// trial 2
let v1 = SCNVector3(0, 0, 0)
let v2 = SCNVector3(0, 0, 50)
let n1v1 = root.rootNode.convertVector(v1, to: n1)
let n1v2 = root.rootNode.convertVector(v2, to: n1)
let n2v1 = root.rootNode.convertVector(v1, to: n2)
let n2v2 = root.rootNode.convertVector(v2, to: n2)
let n1Hit = n1.hitTestWithSegment(
from: n1v1,
to: n1v2,
options: nil)
let n2Hit = n2.hitTestWithSegment(
from: n2v1,
to: n2v2,
options: nil)
任何想法如何找到相交线/平面/点?
我会把它留给下一代:) 我找到了一个很好的框架来帮助计算网格的交集: https://github.com/nicklockwood/Euclid
它符合我的需求,因此问题已结束。
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