我需要阅读COLLADA文件中的<geometry>
以创建变形目标数组,并将网格从基本几何体动画化为目标几何体。
我只能从嵌入节点的基础几何体中访问几何体(COLLADA文件只有一个<node>
):
planeNode.geometry = scene!.rootNode.childNodeWithName("Plane", recursively: true)!.geometry
这里是COLLADA文件的完整源代码(有3个几何和1个节点,但只能访问1个几何):
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>Blender User</author>
<authoring_tool>Blender 2.77.0 commit date:2016-04-05, commit time:18:12, hash:abf6f08</authoring_tool>
</contributor>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images/>
<library_geometries>
<geometry id="Plane-mesh" name="Plane">
<mesh>
<source id="Plane-mesh-positions">
<float_array id="Plane-mesh-positions-array" count="12">-1 -1 0 1 -1 0 -1 1 0 1 1 0</float_array>
<technique_common>
<accessor source="#Plane-mesh-positions-array" count="4" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Plane-mesh-normals">
<float_array id="Plane-mesh-normals-array" count="3">0 0 1</float_array>
<technique_common>
<accessor source="#Plane-mesh-normals-array" count="1" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Plane-mesh-vertices">
<input semantic="POSITION" source="#Plane-mesh-positions"/>
</vertices>
<polylist count="2">
<input semantic="VERTEX" source="#Plane-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Plane-mesh-normals" offset="1"/>
<vcount>3 3 </vcount>
<p>1 0 2 0 0 0 1 0 3 0 2 0</p>
</polylist>
</mesh>
</geometry>
<geometry id="Plane-mesh_morph_Key1" name="Key1">
<mesh>
<source id="Plane-mesh_morph_Key1-positions">
<float_array id="Plane-mesh_morph_Key1-positions-array" count="12">-1 -1 0 1 -1 0 -1 1 0 1 2 0</float_array>
<technique_common>
<accessor source="#Plane-mesh_morph_Key1-positions-array" count="4" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Plane-mesh_morph_Key1-normals">
<float_array id="Plane-mesh_morph_Key1-normals-array" count="6">0 0 1 0 0 1</float_array>
<technique_common>
<accessor source="#Plane-mesh_morph_Key1-normals-array" count="2" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Plane-mesh_morph_Key1-vertices">
<input semantic="POSITION" source="#Plane-mesh_morph_Key1-positions"/>
</vertices>
<polylist count="2">
<input semantic="VERTEX" source="#Plane-mesh_morph_Key1-vertices" offset="0"/>
<input semantic="NORMAL" source="#Plane-mesh_morph_Key1-normals" offset="1"/>
<vcount>3 3 </vcount>
<p>1 0 2 0 0 0 1 1 3 1 2 1</p>
</polylist>
</mesh>
</geometry>
<geometry id="Plane-mesh_morph_Key2" name="Key2">
<mesh>
<source id="Plane-mesh_morph_Key2-positions">
<float_array id="Plane-mesh_morph_Key2-positions-array" count="12">-1 -1 0 1 -1 0 -1 1 0 2 1 0</float_array>
<technique_common>
<accessor source="#Plane-mesh_morph_Key2-positions-array" count="4" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Plane-mesh_morph_Key2-normals">
<float_array id="Plane-mesh_morph_Key2-normals-array" count="3">0 0 1</float_array>
<technique_common>
<accessor source="#Plane-mesh_morph_Key2-normals-array" count="1" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="Plane-mesh_morph_Key2-vertices">
<input semantic="POSITION" source="#Plane-mesh_morph_Key2-positions"/>
</vertices>
<polylist count="2">
<input semantic="VERTEX" source="#Plane-mesh_morph_Key2-vertices" offset="0"/>
<input semantic="NORMAL" source="#Plane-mesh_morph_Key2-normals" offset="1"/>
<vcount>3 3 </vcount>
<p>1 0 2 0 0 0 1 0 3 0 2 0</p>
</polylist>
</mesh>
</geometry>
</library_geometries>
<library_controllers>
<controller id="Plane-morph" name="Plane-morph">
<morph source="#Plane-mesh" method="NORMALIZED">
<source id="Plane-targets">
<IDREF_array id="Plane-targets-array" count="2">Plane-mesh_morph_Key1 Plane-mesh_morph_Key2</IDREF_array>
<technique_common>
<accessor source="#Plane-targets-array" count="2" stride="1">
<param name="IDREF" type="IDREF"/>
</accessor>
</technique_common>
</source>
<source id="Plane-weights">
<float_array id="Plane-weights-array" count="2">0 0</float_array>
<technique_common>
<accessor source="#Plane-weights-array" count="2" stride="1">
<param name="MORPH_WEIGHT" type="float"/>
</accessor>
</technique_common>
</source>
<targets>
<input semantic="MORPH_TARGET" source="#Plane-targets"/>
<input semantic="MORPH_WEIGHT" source="#Plane-weights"/>
</targets>
</morph>
</controller>
</library_controllers>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Plane" name="Plane" type="NODE">
<matrix sid="transform">1 0 0 0 0 -4.37114e-8 -1 0 0 1 -4.37114e-8 0 0 0 0 1</matrix>
<instance_geometry url="#Plane-mesh" name="Plane"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>
感谢任何帮助。谢谢!
答案 0 :(得分:0)
您可以使用entryWithIdentifier:withClass:来检索不在场景图中的对象。或者,在您的创作工具中,您可以将变形器附加到节点,然后使用节点的morpher
属性来检索其目标几何。