[英]iOS Custom Geometry in SceneKit
我無法嘗試使用紋理貼圖在iOS模擬器上運行一個簡單的四邊形。 我已經閱讀了這里涉及類似事情的所有其他問題而且我被困住了。 輸出如下所示:
紋理是這樣的:
我的代碼是這樣的:
// v1 +----+ v0
// | |
// v2 +----+ v3
SCNVector3 vertices[] = { SCNVector3Make( 5.0, 5.0, 0.0),
SCNVector3Make( -5.0, 5.0, 0.0),
SCNVector3Make( -5.0, -5.0, 0.0),
SCNVector3Make( 5.0, -5.0, 0.0)
};
SCNVector3 normals[] = { SCNVector3Make( 0.0f, 0.0f, 1.0),
SCNVector3Make( 0.0f, 0.0f, 1.0),
SCNVector3Make( 0.0f, 0.0f, 1.0),
SCNVector3Make( 0.0f, 0.0f, 1.0)
};
CGPoint textureCoordinates[] = { CGPointMake( 1.0, 1.0),
CGPointMake( 0.0, 1.0),
CGPointMake( 0.0, 0.0),
CGPointMake( 1.0, 0.0)
};
NSUInteger vertexCount = 4;
NSMutableData *indicesData = [NSMutableData data];
UInt8 indices[] = { 0, 1, 2, 0, 2, 3};
[indicesData appendBytes:indices length:sizeof(UInt8)*6];
SCNGeometryElement *indicesElement = [SCNGeometryElement geometryElementWithData:indicesData
primitiveType:SCNGeometryPrimitiveTypeTriangles
primitiveCount:2
bytesPerIndex:sizeof(UInt8)];
NSMutableData *vertexData = [NSMutableData dataWithBytes:vertices length:vertexCount * sizeof(SCNVector3)];
SCNGeometrySource *verticesSource = [SCNGeometrySource geometrySourceWithData:vertexData
semantic:SCNGeometrySourceSemanticVertex
vectorCount:vertexCount
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:sizeof(SCNVector3)];
NSMutableData *normalData = [NSMutableData dataWithBytes:normals length:vertexCount * sizeof(SCNVector3)];
SCNGeometrySource *normalsSource = [SCNGeometrySource geometrySourceWithData:normalData
semantic:SCNGeometrySourceSemanticNormal
vectorCount:vertexCount
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:sizeof(SCNVector3)];
NSMutableData *textureData = [NSMutableData dataWithBytes:textureCoordinates length:vertexCount * sizeof(CGPoint)];
SCNGeometrySource *textureSource = [SCNGeometrySource geometrySourceWithData:textureData
semantic:SCNGeometrySourceSemanticTexcoord
vectorCount:vertexCount
floatComponents:YES
componentsPerVector:2
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:sizeof(CGPoint)];
SCNGeometry *geometry = [SCNGeometry geometryWithSources:@[verticesSource, normalsSource, textureSource]
elements:@[indicesElement]];
SCNMaterial *material = [SCNMaterial material];
//material.diffuse.contents = [UIColor redColor];
material.diffuse.contents = [UIImage imageNamed:@"diffuse.jpg"];
material.diffuse.wrapS = SCNWrapModeRepeat;
material.diffuse.wrapT = SCNWrapModeRepeat;
material.diffuse.contentsTransform = SCNMatrix4MakeScale( 1.0f, 1.0f, 1.0f);
material.doubleSided = YES;
material.normal.wrapS = SCNWrapModeRepeat;
material.normal.wrapT = SCNWrapModeRepeat;
// material.litPerPixel = YES;
geometry.materials = @[material];
[編輯]我用這段代碼嘗試了很多不同的東西,似乎沒什么用。 我還沒有在Objective-C中看到適用於iOS的工作示例。 對material.diffuse.wrapS的任何更改都無效。
我之前在OpenGL中做過這種事情沒有任何問題,但我已經盯着這段代碼好幾天了,看不出我的錯誤。 任何幫助將非常感激。
@ Paul-Jan讓我走上了正確的軌道,這引出了我的答案:
將我的紋理坐標從CGPoint更改為浮動可以修復它。
float textureCoordinates[] = { 1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0
};
NSMutableData *textureData = [NSMutableData dataWithBytes:textureCoordinates length:vertexCount * sizeof(float) * 2];
SCNGeometrySource *textureSource = [SCNGeometrySource geometrySourceWithData:textureData
semantic:SCNGeometrySourceSemanticTexcoord
vectorCount:vertexCount
floatComponents:YES
componentsPerVector:2
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:sizeof(float) * 2];
結果:
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.