我以DAE格式导入一个对象并且我想将它用作碰撞对象,但它是凹的,但我在代码中实现它时遇到了麻烦:
dict
无法按照代码中的注释获取代码行func addCollisionBox() {
let collisionBoxNode = SCNNode()
let collisionBox = importedCollisionBox.rootNode.childNodeWithName("pCube2", recursively: false)
collisionBoxNode.addChildNode(collisionBox!)
collisionBoxNode.position = SCNVector3Make(0, 0, 0)
collisionBoxNode.scale = SCNVector3Make(30, 20, 50)
//collisionBoxNode.physicsBody = SCNPhysicsBody.staticBody()
collisionBoxNode.physicsBody = SCNPhysicsBody.bodyWithType(SCNPhysicsShapeTypeConcavePolyhedron, shape: collisionBox) // This line errors
collisionBoxNode.physicsBody?.restitution = 0.8
collisionBoxNode.name = "collisionBox"
theScene.rootNode.addChildNode(collisionBoxNode)
}
。
答案 0 :(得分:1)
每个SCNPhysicsShapeTypeConcavePolyhedron
的“凹”物理体在某种意义上仍然必须是“实体”,并且该碰撞类型的隐含行为是将其他物体保持在身体的“实体”形式之外。因此,即使将其形状类型设置为凹形,您的立方体仍然具有“实心”内部。
( 为你做的凹形形状是什么让你做出一个非凸的实体形状 - 例如,一个面向内弯曲以产生碗状的立方体。)
如果你想将其他物体限制在盒形体积中,你需要创建墙壁:即,将几个物理体放在卷上你想要附上。这是一个类似的快速实用函数:
func wallsForBox(box: SCNBox, thickness: CGFloat) -> SCNNode {
func physicsWall(width: CGFloat, height: CGFloat, length: CGFloat) -> SCNNode {
let node = SCNNode(geometry: SCNBox(width: width, height: height, length: length, chamferRadius: 0))
node.physicsBody = .staticBody()
return node
}
let parent = SCNNode()
let leftWall = physicsWall(thickness, height: box.height, length: box.length)
leftWall.position.x = -box.width / 2
parent.addChildNode(leftWall)
let rightWall = physicsWall(thickness, height: box.height, length: box.length)
rightWall.position.x = box.width / 2
parent.addChildNode(rightWall)
let frontWall = physicsWall(box.width, height: box.height, length: thickness)
frontWall.position.z = box.length / 2
parent.addChildNode(frontWall)
let backWall = physicsWall(box.width, height: box.height, length: thickness)
backWall.position.z = -box.length / 2
parent.addChildNode(backWall)
let topWall = physicsWall(box.width, height: thickness, length: box.length)
topWall.position.y = box.height / 2
parent.addChildNode(topWall)
let bottomWall = physicsWall(box.width, height: thickness, length: box.length)
bottomWall.position.y = -box.height / 2
parent.addChildNode(bottomWall)
return parent
}
这会创建一个包含可见墙作为单独节点的节点层次结构,但您可以轻松修改它以创建不可见的墙和/或具有复合物理主体的单个节点。 (见SCNPhysicsShape
。)