ViewController
import UIKit
import SceneKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scnView = self.view as SCNView
scnView.backgroundColor = UIColor.blackColor()
let sizeScnView = CGSize(width: 100.0, height: 100.0)
let centerView = CGPoint(x: CGRectGetMidX(self.view.frame) - sizeScnView.width/2, y: CGRectGetMidY(self.view.frame) - sizeScnView.height/2)
let scene = Tile(frame: CGRect(origin: centerView, size: sizeScnView))
scnView.scene = scene
}
}
平铺
import UIKit
import SceneKit
class Tile: SCNScene {
override init() {
super.init()
let ball = SCNSphere(radius: 0.5)
let ballNode = SCNNode(geometry: ball)
ball.firstMaterial?.diffuse.contents = UIColor.orangeColor()
self.rootNode.addChildNode(ballNode)
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
答案 0 :(得分:1)
与其他任何UIView
一样,您可以设置frame
的{{1}}(请参阅View Programming Guide for iOS)。
SCNView
个实例没有2D大小(您可以计算其根节点的边界框,但不同的东西)。
答案 1 :(得分:1)
刚看完这篇文章不知道问题是否仍然是开放的我在小测试中运行这个似乎工作正常
class ViewController: UIViewController {
var sceneView: SCNView!
var camera: SCNNode!
var light: SCNNode!
var sphere1: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
let sizeScnView = CGSize(width: 420.0, height: 580.0)
let centerView = CGPoint(x: CGRectGetMidX(self.view.frame) - sizeScnView.width/2, y: CGRectGetMidY(self.view.frame) - sizeScnView.height/2)
sceneView = SCNView(frame: CGRect(origin: centerView, size: sizeScnView))
sceneView.scene = SCNScene()
self.view.addSubview(sceneView)
sceneView.backgroundColor = UIColor.blackColor()
let camera = SCNCamera()
camera.zFar = 10000
self.camera = SCNNode()
self.camera.camera = camera
self.camera.position = SCNVector3(x: -20, y: 55, z: 20)
let constraint = SCNLookAtConstraint(target: ground)
constraint.gimbalLockEnabled = true
self.camera.constraints = [constraint]
let ambientLight = SCNLight()
ambientLight.color = UIColor.darkGrayColor()
ambientLight.type = SCNLightTypeAmbient
self.camera.light = ambientLight
let spotLight = SCNLight()
spotLight.type = SCNLightTypeSpot
spotLight.castsShadow = true
spotLight.spotInnerAngle = 70.0
spotLight.spotOuterAngle = 90.0
spotLight.zFar = 500
light = SCNNode()
light.light = spotLight
light.position = SCNVector3(x: 0, y: 25, z: 25)
light.constraints = [constraint]
let sphereGeometry = SCNSphere(radius: 1.5)
let sphereMaterial = SCNMaterial()
sphereMaterial.diffuse.contents = UIColor.greenColor()
sphereGeometry.materials = [sphereMaterial]
sphere1 = SCNNode(geometry: sphereGeometry)
sphere1.position = SCNVector3(x: -15, y: 1.5, z: 0)
sceneView.scene?.rootNode.addChildNode(self.camera)
sceneView.scene?.rootNode.addChildNode(light)
sceneView.scene?.rootNode.addChildNode(sphere1)
}
}