如何使scnView小于屏幕大小?

时间:2014-12-10 23:28:34

标签: swift scenekit scnnode sceneview

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")
    }
}

2 个答案:

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)


   }
}