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使用Scenekit sceneTime遍歷iOS動畫

[英]Using Scenekit sceneTime to scrub through animations iOS

我試圖修改Xcode的默認游戲設置,以便能夠:將動畫編程到幾何圖形中,通過動畫進行擦洗,然后讓用戶自動播放動畫。

通過基於清理器的值設置視圖的場景時間,我設法使動畫的清理工作了。 但是,當我將SCNSceneRenderer上的isPlaying布爾值設置為true時,它將每幀的時間重置為0,而我無法使它移出第一幀。

從文檔中,我假設這意味着它不會檢測到我的動畫,並認為所有動畫的持續時間均為0。

這是我的GameViewController中的viewDidLoad函數:

override func viewDidLoad() {
    super.viewDidLoad()

    // create a new scene
    let scene = SCNScene(named: "art.scnassets/ship.scn")!

    // create and add a camera to the scene
    let cameraNode = SCNNode()
    cameraNode.camera = SCNCamera()
    scene.rootNode.addChildNode(cameraNode)

    // place the camera
    cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

    // create and add a light to the scene
    let lightNode = SCNNode()
    lightNode.light = SCNLight()
    lightNode.light!.type = .omni
    lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
    scene.rootNode.addChildNode(lightNode)

    // create and add an ambient light to the scene
    let ambientLightNode = SCNNode()
    ambientLightNode.light = SCNLight()
    ambientLightNode.light!.type = .ambient
    ambientLightNode.light!.color = UIColor.darkGray
    scene.rootNode.addChildNode(ambientLightNode)

    // retrieve the ship node
    let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!

    // define the animation
    //ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
    let positionAnimation = CAKeyframeAnimation(keyPath: "position.y")
    positionAnimation.values = [0, 2, -2, 0]
    positionAnimation.keyTimes = [0, 1, 3, 4]
    positionAnimation.duration = 5
    positionAnimation.usesSceneTimeBase = true

    // retrieve the SCNView
    let scnView = self.view as! SCNView
    scnView.delegate = self

    // add the animation
    ship.addAnimation(positionAnimation, forKey: "position.y")

    // set the scene to the view
    scnView.scene = scene

    // allows the user to manipulate the camera
    scnView.allowsCameraControl = true

    // show statistics such as fps and timing information
    scnView.showsStatistics = true

    // configure the view
    scnView.backgroundColor = UIColor.black

    // add a tap gesture recognizer
    let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
    scnView.addGestureRecognizer(tapGesture)

    // play the scene
    scnView.isPlaying = true
    //scnView.loops = true
}

任何幫助表示贊賞! :)

參考文獻:

sceneTime:

https://developer.apple.com/documentation/scenekit/scnscenerenderer/1522680-scenetime

正在玩:

https://developer.apple.com/documentation/scenekit/scnscenerenderer/1523401-isplaying

相關問題:

SceneKit SCNSceneRendererDelegate-未調用渲染器功能

我無法使其以一種優雅的方式工作,但我通過添加以下Timer調用對其進行了修復:

Timer.scheduledTimer(timeInterval: timeIncrement, target: self,   selector: (#selector(updateTimer)), userInfo: nil, repeats: true)

timeIncrement是一個Double設置為0.01,updateTimer是以下函數:

// helper function updateTimer
@objc func updateTimer() {
    let scnView = self.view.subviews[0] as! SCNView
    scnView.sceneTime += Double(timeIncrement)
}

我敢肯定有更好的解決方案,但是可以。

在每幀上運行動作和動畫后,sceneTime將自動設置為0.0。

在SceneKit運行動作和動畫之前,可以使用renderer(_:updateAtTime :)委托方法將sceneTime設置為所需的值。

使GameViewController符合SCNSceneRendererDelegate:

class GameViewController: UIViewController, SCNSceneRendererDelegate {
    // ...
}

確保在viewDidLoad()中保留scnView.delegate = self

現在在您的GameViewController類中實現renderer(_:updateAtTime :):

// need to remember scene start time in order to calculate current scene time
var sceneStartTime: TimeInterval? = nil

func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
    // if startTime is nil assign time to it
    sceneStartTime = sceneStartTime ?? time

    // make scene time equal to the current time
    let scnView = self.view as! SCNView
    scnView.sceneTime = time - sceneStartTime!
}

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