我一直在尝试使用一些物理设置一个简单的Scenekit场景,这样我就可以了解SCNPhysicsContactDelegate,categoryBitMask,collisionBitMask和physicsWorld func是如何工作的。不确定我是否还需要设置contactTestBitMask。
了解接触检测让我了解了逐位运算符的长路径以及位屏蔽的概念。添加二进制文件很有趣!然而,这仍然非常模糊,我正在尝试拼凑我在SpriteKit和SceneKit中找到的几个教程。 This is the most comprehensive但它在Obj-C中,我不明白如何翻译成Swift。
这是我创造的。任何见解都将非常感激。你能看到我设置错误吗?当红色滚球击中蓝色目标时,我想要一个简单的Print语句。地板,坡道和目标是.static,而滚球是.dynamic。
import UIKit
import SceneKit
class ViewController: UIViewController, SCNPhysicsContactDelegate {
//category bit masks for ball node and target node
// ball = 0001 -> 1 and target = 0010 ->2
let collisionRollingBall: Int = 1 << 0
let collsionTarget: Int = 1 << 1
//declare variables
var sceneView: SCNView!
var cameraNode: SCNNode!
var groundNode: SCNNode!
var lightNode: SCNNode!
var rampNode: SCNNode!
var rollingBallNode: SCNNode!
var targetNode: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
//set up sceneview and scene. Define the physicsworld contact delegate as self
sceneView = SCNView(frame: self.view.frame)
sceneView.scene = SCNScene()
sceneView.scene!.physicsWorld.contactDelegate = self
self.view.addSubview(sceneView)
//add floor
let groundGeometry = SCNFloor()
groundGeometry.reflectivity = 0
let groundMaterial = SCNMaterial()
groundMaterial.diffuse.contents = UIColor.greenColor()
groundGeometry.materials = [groundMaterial]
groundNode = SCNNode(geometry: groundGeometry)
//add ramp
let rampGeometry = SCNBox(width: 4, height: 1, length: 18, chamferRadius: 0)
rampNode = SCNNode(geometry: rampGeometry)
rampNode.position = SCNVector3(x: 0, y: 2.0, z: 1.0)
rampNode.rotation = SCNVector4(1, 0, 0, 0.26)
//add rolling ball
let rollingBallGeometry = SCNSphere(radius: 0.5)
let sphereMaterial = SCNMaterial()
sphereMaterial.diffuse.contents = UIColor.redColor()
rollingBallGeometry.materials = [sphereMaterial]
rollingBallNode = SCNNode(geometry: rollingBallGeometry)
rollingBallNode.position = SCNVector3(0, 6, -6)
//add target box
let targetBoxGeometry = SCNBox(width: 4, height: 1, length: 4, chamferRadius: 0)
let targetMaterial = SCNMaterial()
targetMaterial.diffuse.contents = UIColor.blueColor()
targetBoxGeometry.materials = [targetMaterial]
targetNode = SCNNode(geometry: targetBoxGeometry)
targetNode.position = SCNVector3(x: 0, y: 0.5, z: 11.5)
targetNode.rotation = SCNVector4(-1,0,0,0.592)
//add a camera
let camera = SCNCamera()
self.cameraNode = SCNNode()
self.cameraNode.camera = camera
self.cameraNode.position = SCNVector3(x: 13, y: 5, z: 12)
let constraint = SCNLookAtConstraint(target: rampNode)
self.cameraNode.constraints = [constraint]
constraint.gimbalLockEnabled = true
//add a light
let spotLight = SCNLight()
spotLight.type = SCNLightTypeSpot
spotLight.castsShadow = true
spotLight.spotInnerAngle = 70.0
spotLight.spotOuterAngle = 90.0
spotLight.zFar = 500
lightNode = SCNNode()
lightNode.light = spotLight
lightNode.position = SCNVector3(x: 0, y: 25, z: 25)
lightNode.constraints = [constraint]
//define physcis bodies
let groundShape = SCNPhysicsShape(geometry: groundGeometry, options: nil)
let groundBody = SCNPhysicsBody(type: .Static, shape: groundShape)
groundNode.physicsBody = groundBody
let rampShape = SCNPhysicsShape(geometry: rampGeometry, options: nil)
let rampBody = SCNPhysicsBody(type: .Static, shape: rampShape)
rampNode.physicsBody = rampBody
let sphereShape = SCNPhysicsShape(geometry: rollingBallGeometry, options: nil)
let sphereBody = SCNPhysicsBody(type: .Dynamic, shape: sphereShape)
rollingBallNode.physicsBody?.categoryBitMask = collisionRollingBall
rollingBallNode.physicsBody?.collisionBitMask = collsionTarget
rollingBallNode.physicsBody = sphereBody
let targetShape = SCNPhysicsShape(geometry: targetBoxGeometry, options: nil)
let targetBody = SCNPhysicsBody(type: .Static, shape: targetShape)
targetNode.physicsBody?.categoryBitMask = collsionTarget
targetNode.physicsBody?.collisionBitMask = collisionRollingBall
targetNode.physicsBody = targetBody
//add nodes to view
sceneView.scene?.rootNode.addChildNode(groundNode)
sceneView.scene?.rootNode.addChildNode(rampNode)
sceneView.scene?.rootNode.addChildNode(rollingBallNode)
sceneView.scene?.rootNode.addChildNode(targetNode)
sceneView.scene?.rootNode.addChildNode(self.cameraNode)
sceneView.scene?.rootNode.addChildNode(lightNode)
}
func physicsWorld(world: SCNPhysicsWorld, didBeginContact contact: SCNPhysicsContact) {
print("contact")
// let contactMask = contact.nodeA.categoryBitMask |
//contact.nodeB.categoryBitMask
//if contactMask == collsionTarget | collisionRollingBall {
// print("The ball hit the target")
// }
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
答案 0 :(得分:1)
我认为您必须重置&#34; catagoryBitMask&#34;委托函数中的值,因为您正在尝试设置&#34; catagoryBitMask&#34;和&#34; collisionBitMask&#34;在physicsBody仍为零时的值。
rollingBallNode.physicsBody?.categoryBitMask = collisionRollingBall
rollingBallNode.physicsBody?.collisionBitMask = collsionTarget
rollingBallNode.physicsBody = sphereBody
尝试将第3行放在第1位。