[英]SceneKit intersection of nodes
我在 SceneKit 中計算 2 個節點的交集時遇到問題。 對象就像球體和更厚的平面(更復雜的多邊形)。 設置:帶有 2 個可以移動的不規則物體的簡單場景。 我嘗試了幾件事,例如:
ShapeType.convexNull
顯示一些東西,但即使對象不接觸也有連接點ShapeType.concavePolyhedron
不顯示任何東西。我使用的示例代碼:
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線/平面/點?
我會把它留給下一代:) 我找到了一個很好的框架來幫助計算網格的交集: https://github.com/nicklockwood/Euclid
它符合我的需求,因此問題已結束。
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