我正在尝试实现一个场景,其中包括一个从高处落下并从地板上弹起的球,我还希望相机在整个行程中跟随球。贝娄是一种尝试,但球似乎不受重力影响,因为代码底部附近的打印输出总是输出100.然而实际上球在屏幕上短暂一瞬间迅速从屏幕上掉下来。我做错了什么?
class obj {
var sn_node: SCNNode
init() {
let geom = SCNSphere(radius: 2.0)
sn_node = SCNNode(geometry: geom)
sn_node.position = SCNVector3Make(0, 100, 0)
sn_node.physicsBody = SCNPhysicsBody.dynamicBody()
}
}
var obj = obj()
class SceneKitController: NSViewController,SCNSceneRendererDelegate {
var _scene:SCNScene!
var _cameraNode:SCNNode!
var _floorNode:SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
setup()
}
func setup() {
let sceneView = view as SCNView
sceneView.backgroundColor = NSColor.blackColor()
setupScene()
sceneView.scene = _scene
sceneView.delegate = self
sceneView.jitteringEnabled = true
sceneView.autoenablesDefaultLighting = true
var newPos = obj.sn_node.position
newPos.z += 10
_cameraNode.position = newPos
sceneView.pointOfView = _cameraNode
}
func setupScene() {
_scene = SCNScene()
setupEnviroment()
setupSceneElements()
setupInitial()
}
func setupEnviroment() {
//create main camera
let camera = SCNCamera()
_cameraNode = SCNNode()
_cameraNode.camera = camera
//floor
var floor = SCNFloor()
floor.reflectivity = 0;
_floorNode = SCNNode(geometry: floor)
_floorNode.physicsBody = SCNPhysicsBody.staticBody()
_scene.rootNode.addChildNode(_floorNode)
}
func setupSceneElements() {
}
func setupInitial() {
_scene.rootNode.addChildNode(obj.sn_node)
}
func renderer(aRenderer: SCNSceneRenderer, didSimulatePhysicsAtTime time: NSTimeInterval){
var newPos = obj.sn_node.position
println(newPos.y)
}
}
答案 0 :(得分:1)
obj.sn_node.presentatioNode.position
会给你你想要的东西。