我想用Scene套件创建一个应用来解决Rubix Cube。我自己的多维数据集的dae文件。 这是我在viewDidLoad中的设置代码
let myscene = SCNScene(named: "Rubik1.scnassets/Rubiks_Cube.dae")
scene.rootNode.addChildNode((myscene?.rootNode)!)
// retrieve the SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
geometryNode = (scnView.scene?.rootNode.childNodeWithName("Cube",recursively: true))!
let panRecognizer = UIPanGestureRecognizer(target: self, action: "panGesture:")
scnView.addGestureRecognizer(panRecognizer)
识别平移手势以旋转立方体
func panGesture(gestureRecognize: UIPanGestureRecognizer){
let translation = gestureRecognize.translationInView(gestureRecognize.view!)
let x = Float(translation.x)
let y = Float(-translation.y)
let anglePan = sqrt(pow(x,2)+pow(y,2))*(Float)(M_PI)/180.0
var rotationVector = SCNVector4()
rotationVector.x = -y
rotationVector.y = x
rotationVector.z = 0
rotationVector.w = anglePan
geometryNode.rotation = rotationVector
//geometryNode.transform = SCNMatrix4MakeRotation(anglePan, -y, x, 0)
if(gestureRecognize.state == UIGestureRecognizerState.Ended) {
//
}
}
上面的代码并没有保留以前的平移手势。我如何使用" rotationvector"或
SCNMatrix4MakeRotation(anglePan, -y, x, 0)
旋转立方体
答案 0 :(得分:7)
如果您的对象原始位置不是(0,0,0),则此解决方案有效。
SELECT *, SUBSTRING(POS_TITLE,0,CHARINDEX(',',POS_TITLE,0)) as POS1_Title, SUBSTRING(POS_TITLE,CHARINDEX(',',POS)+1,LEN(POS_TITLE)) as POS2_Title
FROM
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SELECT
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,STUFF(
(SELECT ','+title FROM POSITIONS as P WHERE P.PositionId = N.PositionId FOR XML PATH('')),1,1,'') as POS_TITLE
FROM
PERSON AS P
INNER JOIN NAME AS N ON P.ID=N.ID,
INNER JOIN ADDRESS AS A ON P.ID=A.ID,
INNER JOIN PHONE AS PH ON P.ID=PH.ID,
INNER JOIN EMAIL AS E ON P.ID=E.ID
INNER JOIN POSITIONS AS N ON N.ID = A.ID
GROUP BY P.ID
, N.FIRST
, N.MIDDLE
, N.LAST
, A.AD1
, A.AD2
, A.AD3
, A.CITY
, A.STATE
, A.ZIP
, A.COUNTRY
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但我不明白为什么我们将变换或旋转的反转值赋给changePivot。它是否正确,我们正在尝试将枢轴旋转到我们当前的旋转值,并将.transform属性设置为单位矩阵,它将节点重置为枢轴值。我们没有看到任何变化,因为枢轴已经具有与我们的节点相同的值。 但是为什么我们使用反转值,通常你用它来将某些东西旋转回原点。有人可以告诉我,我在哪里想错了吗?
答案 1 :(得分:6)
问题解决了
if(gestureRecognize.state == UIGestureRecognizerState.Ended) {
let currentPivot = geometryNode.pivot
let changePivot = SCNMatrix4Invert( geometryNode.transform)
geometryNode.pivot = SCNMatrix4Mult(changePivot, currentPivot)
geometryNode.transform = SCNMatrix4Identity
}