我刚开始尝试使用SceneKit。尝试一个非常简单的代码来创建一个对象,为它分配物理,给它一个点击速度。到目前为止,我能够创建它,应用物理学。我能够给它速度,但无法用水龙头实现这一点。我究竟做错了什么?我使用的是我在SpriteKit中使用的相同技术,但它在SceneKit中不起作用。请帮忙。
class GameViewController: UIViewController, SCNSceneRendererDelegate, SCNPhysicsContactDelegate {
let scene = SCNScene()
let shipNode = SCNNode()
let sceneView = SCNScene()
var cameraNode = SCNNode()
var floor = SCNFloor()
var floornod = SCNNode()
override func viewDidLoad() {
super.viewDidLoad()
let sceneView = self.view as SCNView
sceneView.scene = scene
sceneView.backgroundColor = SKColor.blueColor()
sceneView.showsStatistics = true
sceneView.scene?.physicsWorld.gravity = SCNVector3Make(0, -70, 0)
sceneView.scene?.physicsWorld.speed = 1.0
sceneView.delegate = self
sceneView.jitteringEnabled = true
sceneSetup()
sceneView.pointOfView = cameraNode
let ship = SCNScene(named: "art.scnassets/sphere.dae")!
let shipNode = ship.rootNode.childNodeWithName("Sphere", recursively: true)!
shipNode.position = SCNVector3Make(0, 50, 300)
shipNode.scale = SCNVector3Make(10, 10, 10)
shipNode.geometry?.firstMaterial?.diffuse.contents = UIImage(named: "ball.jpg")
shipNode.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Dynamic, shape: nil)
shipNode.physicsBody?.restitution = 0.9
shipNode.physicsBody?.velocity = SCNVector3Make(0, 100, 10)
scene.rootNode.addChildNode(shipNode)
println(shipNode.physicsBody?.velocity.y)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
shipNode.physicsBody?.velocity = SCNVector3Make(0, 200, 20) // code not working
println(shipNode.physicsBody?.velocity.y) // prints nil instead of 200.00
}
func sceneSetup() {
cameraNode.camera = SCNCamera()
cameraNode.camera?.zNear = 0.01
cameraNode.camera?.zFar = 800
cameraNode.camera?.xFov = 45
cameraNode.camera?.yFov = 75
cameraNode.rotation = SCNVector4Make(1, 0, 0, -25 * 0.017453293)
cameraNode.position = SCNVector3Make(0, 150, 500)
scene.rootNode.addChildNode(cameraNode)
floornod.geometry = floor
floornod.geometry?.firstMaterial?.diffuse.contents = "wood1.png"
floornod.geometry?.firstMaterial?.locksAmbientWithDiffuse = true
floornod.geometry?.firstMaterial?.diffuse.wrapS = SCNWrapMode.Repeat
floornod.geometry?.firstMaterial?.diffuse.wrapT = SCNWrapMode.Repeat
floornod.geometry?.firstMaterial?.diffuse.mipFilter = SCNFilterMode.Linear
floornod.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Static, shape: nil)
floornod.position = SCNVector3Make(0, 0, 0)
scene.rootNode.addChildNode(floornod)
}
}
第一个println给出100.00的结果。 每次点击时,touchesBegan中的println都会得到nil的结果。
非常感谢任何帮助。感谢。
答案 0 :(得分:2)
您可以使用viewDidLoad
在let shipNode = ...
方法中定义新的局部变量。这个获得物理身体并被放入场景。
这与您定义为类的一部分的实例变量shipNode
是分开的。那个从来没有得到任何进一步的配置,所以当你在touchesBegan
中访问它时,它没有物理体,并且可选的链接导致查询其速度的整个表达式返回nil。
据推测,您希望摆脱let
中的viewDidLoad
,以便您配置实例变量而不是遮蔽它们。