我试图使用SceneKit创建一个虚拟房间并将其放入一个盒子中。 另外,我还创建了一个单独的节点,名为“ cameraOrbitNode”(摄像机位于房间的墙壁和盒子之间)。主要目标是在房间内的盒子周围移动“ cameraOrbitNode”。我是通过平移手势识别器实现的。
导入UIKit 导入SceneKit
枚举WallType { 剩下的情况 案例权 案例顶部 底壳 案例向前 后盖 }
ViewController类:UIViewController {
//MARK: - Outlets
@IBOutlet fileprivate weak var sceneView: SCNView!
//MARK: - Properties
fileprivate let roomLength: CGFloat = 12
fileprivate let cubeLength: CGFloat = 1
fileprivate var cameraOrbitNode: SCNNode?
fileprivate let panModifier: CGFloat = 100
//MARK: - Life cycle
override func viewDidLoad() {
super.viewDidLoad()
setupSceneView()
setupRoom()
setupCameraOrbitNode()
setupGestures()
}
func setupSceneView() {
sceneView.scene = SCNScene()
sceneView.autoenablesDefaultLighting = true
}
func setupRoom() {
let roomNode = SCNNode()
roomNode.position = SCNVector3(0, 0, 0)
for wallType in Array<WallType>([.left, .right, .top, .bottom, .forward, .back]) {
roomNode.addChildNode(getWallNodeWith(wallType: wallType))
}
roomNode.addChildNode(getCubeNode())
sceneView.scene?.rootNode.addChildNode(roomNode)
}
func getWallNodeWith(wallType: WallType) -> SCNNode {
let wallGeometrySize = getWallSize()
let wallGeometry = SCNPlane(width: wallGeometrySize.width, height: wallGeometrySize.height)
wallGeometry.firstMaterial?.diffuse.contents = UIColor.darkGray
let wallNode = SCNNode(geometry: wallGeometry)
wallNode.position = getWallPositionWith(wallType: wallType)
wallNode.eulerAngles = getWallEulerAnglesWith(wallType: wallType)
return wallNode
}
func getWallSize() -> CGSize {
return CGSize(width: roomLength, height: roomLength)
}
func getWallPositionWith(wallType: WallType) -> SCNVector3 {
switch wallType {
case .left:
return SCNVector3(-roomLength / 2, 0, 0)
case .right:
return SCNVector3(roomLength / 2, 0, 0)
case .forward:
return SCNVector3(0, 0, -roomLength / 2)
case .back:
return SCNVector3(0, 0, roomLength / 2)
case .top:
return SCNVector3(0, roomLength / 2, 0)
case .bottom:
return SCNVector3(0, -roomLength / 2, 0)
}
}
func getWallEulerAnglesWith(wallType: WallType) -> SCNVector3 {
switch wallType {
case .left, .right:
return SCNVector3(0, CGFloat.pi / 2, 0)
case .forward, .back:
return SCNVector3(0, 0, 0)
case .top, .bottom:
return SCNVector3(CGFloat.pi / 2, 0, 0)
}
}
func getCubeNode() -> SCNNode {
let cubeGeometry = SCNBox(width: cubeLength, height: cubeLength, length: cubeLength, chamferRadius: 0)
cubeGeometry.firstMaterial?.diffuse.contents = UIColor.blue
let cubeNode = SCNNode(geometry: cubeGeometry)
cubeNode.position = SCNVector3(0, 0, 0)
return cubeNode
}
func setupCameraOrbitNode() {
let camera = SCNCamera()
camera.zNear = 0
camera.zFar = Double(roomLength)
let cameraNode = SCNNode()
cameraNode.position = SCNVector3(0, 0, (roomLength + cubeLength) / 4)
cameraNode.camera = camera
cameraOrbitNode = SCNNode()
guard let cameraOrbitNode = cameraOrbitNode else { return }
cameraOrbitNode.addChildNode(cameraNode)
cameraOrbitNode.position = SCNVector3(0, 0, 0)
sceneView.scene?.rootNode.addChildNode(cameraOrbitNode)
}
@objc func actionPan(gesture: UIPanGestureRecognizer) {
let translation = gesture.velocity(in: gesture.view)
cameraOrbitNode?.eulerAngles.y -= Float(translation.x/CGFloat(panModifier)) * .pi / 180
cameraOrbitNode?.eulerAngles.x -= Float(translation.y/CGFloat(panModifier)) * .pi / 180
}
func setupGestures() {
sceneView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(actionPan(gesture:))))
}
}
但是在某些情况下,您可以看到房间的透明墙壁(基本上,当我绕着盒子移动相机时,房间的纹理基本上无法完全渲染)。我正在更改某些相机属性(zNear,zFar),但没有任何帮助。请参阅下面所附图片上的链接。非常感谢您的帮助。 https://www.dropbox.com/s/ihxjrsgjfzidoff/IMG_0187.PNG?dl=0 https://www.dropbox.com/s/wd23xepcir3wggk/IMG_0188.PNG?dl=0
答案 0 :(得分:0)
将isDoubleSdided设置为true
node.geometry?.firstMaterial?.isDoubleSided = true