[英]SceneKit. Place nodes in one "surface"
用戶在圖紙視圖上畫一條線,然后我需要將這些點轉換為 3d 世界,但將這些點放在一個“表面”中。 為此,我將點數組 map 轉換為向量(我使用 hitTest with.featurePoint),然后過濾該數組以獲取下一個
func didEndDrawing(with points: [CGPoint]) {
guard let transform = sceneView.pointOfView?.transform else { return }
let cameraVectror = SCNVector3(transform.m31, transform.m32, transform.m33)
let farthestVector = points
.reduce((vector: SCNVector3(0, 0, 0), distance: CGFloat.zero)) { result, point in
guard let vector = getVector(for: point) else { return result }
let distance: CGFloat = cameraVectror.distance(to: vector)
return distance > result.distance ? (vector, distance) : result
}
.vector
}
let parentNode = SCNNode()
parentNode.position = farthestVector
如何調整坐標(我猜是 z 位置)以使所有子節點與視點的距離相同? 該應用程序的想法是在 AR 中手繪。
更新
在沃爾坦的幫助下,我能夠解決它
points.forEach { point in
let scenePoint = sceneView.unprojectPoint(SCNVector3(point.x, point.y, CGFloat(projectedPoint.z)))
let sphere = SCNSphere(radius: 0.01)
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
sphere.materials = [material]
let node = SCNNode(geometry: sphere)
node.position = scenePoint
sceneView.scene.rootNode.addChildNode(node)
}
如果我理解正確,您需要某種點擊/拖動組合 - 從 2D 世界中獲取點並轉換為 3D 世界。 這是導彈命令類型游戲的一些游戲代碼,也許它會幫助你處理 unprojectPoint 的東西。 有一些計時器不包括在內,但希望您能明白這一點。
@objc func handleTap(recognizer: UITapGestureRecognizer)
{
if(data.gameState == .endGame)
{
endGameAnimates.stop()
let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
return
}
if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
currentLocation = recognizer.location(in: gameScene)
let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
if(data.gameState == .endGame) // Allow animations to finish, otherwise they will show up next round
{
DispatchQueue.main.async { self.endGameAnimates.stop() }
let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
return
}
if(data.missilesAvailable <= 0)
{
sound.playSoundType(vSoundType: .defenseFails)
hudControl.notify()
}
else
{
gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 0)
sound.playSoundType(vSoundType: .defenseFires)
}
}
//**************************************************************************
@objc func handlePan(recognizer: UIPanGestureRecognizer)
{
currentLocation = recognizer.location(in: gameScene)
let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
switch recognizer.state
{
case UIGestureRecognizer.State.began:
gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 1)
SNDdefenseSoundCount = 0
if(data.missilesAvailable <= 0) { sound.playSoundType(vSoundType: .defenseFails); hudControl.notify() }
beginLocation.x = currentLocation.x
break
case UIGestureRecognizer.State.changed:
if(currentLocation.x > beginLocation.x + dragDistance)
{
beginLocation.x = currentLocation.x
if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
SNDdefenseSoundCount += 1
}
if(currentLocation.x < beginLocation.x - dragDistance)
{
beginLocation.x = currentLocation.x
if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
SNDdefenseSoundCount += 1
}
break
case UIGestureRecognizer.State.ended:
if(data.missilesAvailable > 0)
{
if(SNDdefenseSoundCount < 2) { sound.playSoundType(vSoundType: .defenseFires) }
else { sound.playSoundType(vSoundType: .defensePans) }
}
break
default:
break
}
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