目标是创造一个无限的棋盘图案。
使用SCNFloor和附加图像,我们生成了一些接近但不太像棋盘的东西。一些黑色方块合并在一起,但不应该合并。
我们为Scale
,WrapS
,WrapT
,Min filter
,Map filter
和Mip filter
尝试了不同的值。屏幕截图显示了当前值。
底层图片是否不正确,或者我们需要为SCNFloor更改哪些设置?
重复图片:
结果:
答案 0 :(得分:0)
看起来SCNFloor有接缝,使其具有无限的能力,并且可能允许系统进行一些LOD优化。您可能需要创建自己的楼层。
答案 1 :(得分:0)
#import "GameViewController.h"
@interface GameViewController ()
@property (nonatomic) CGFloat chessBoardWidth;
@property (nonatomic) CGFloat chessBoardDepth;
@property (nonatomic) CGFloat tileWidth;
@property (nonatomic) CGFloat tileDepth;
@property (nonatomic, getter=isOdd) BOOL odd;
@end
@implementation GameViewController
-(instancetype)init {
self = [super init];
if(self) {
self.chessBoardWidth = 10.0f;
self.chessBoardDepth = 10.0f;
self.tileWidth = 1.0f;
self.tileDepth = 1.0f;
}
return self;
}
-(void)awakeFromNib
{
[super awakeFromNib];
// create a new scene
SCNScene *scene = [SCNScene sceneNamed:@"art.scnassets/chessboard.scn"];
// create and add a camera to the scene
SCNNode *cameraNode = [SCNNode node];
cameraNode.camera = [SCNCamera camera];
[scene.rootNode addChildNode:cameraNode];
// place the camera
cameraNode.position = SCNVector3Make(0, 0, 150);
// create and add a light to the scene
SCNNode *lightNode = [SCNNode node];
lightNode.light = [SCNLight light];
lightNode.light.type = SCNLightTypeOmni;
lightNode.position = SCNVector3Make(0, 10, 10);
[scene.rootNode addChildNode:lightNode];
// create and add an ambient light to the scene
SCNNode *ambientLightNode = [SCNNode node];
ambientLightNode.light = [SCNLight light];
ambientLightNode.light.type = SCNLightTypeAmbient;
ambientLightNode.light.color = [NSColor darkGrayColor];
[scene.rootNode addChildNode:ambientLightNode];
// Material
SCNMaterial *blackMaterial = [SCNMaterial material];
blackMaterial.diffuse.contents = [NSColor blackColor];
SCNMaterial *whiteMaterial = [SCNMaterial material];
whiteMaterial.diffuse.contents = [NSColor whiteColor];
// Geometry
SCNPlane *blackTile = [[SCNPlane alloc] init];
blackTile.firstMaterial = blackMaterial;
SCNPlane *whiteTile = [[SCNPlane alloc] init];
whiteTile.firstMaterial = whiteMaterial;
// Parent node
SCNNode *parentNode = [[SCNNode alloc] init];
[scene.rootNode addChildNode:parentNode];
self.odd = YES;
for (uint x=0; x < self.chessBoardWidth; x++) {
for (uint z=0; z < self.chessBoardDepth; z++) {
// Add tile
SCNNode *tileNode = [[SCNNode alloc] init];
if(self.isOdd) {
tileNode.geometry = blackTile;
} else {
tileNode.geometry = whiteTile;
}
[parentNode addChildNode:tileNode];
// Position tile
tileNode.position = SCNVector3Make(self.tileWidth * x, 0, self.tileDepth * z);
// Alternate
if(self.isOdd) {
self.odd = NO;
} else {
self.odd = YES;
}
}
}
// set the scene to the view
self.gameView.scene = scene;
// allows the user to manipulate the camera
self.gameView.allowsCameraControl = YES;
// show statistics such as fps and timing information
self.gameView.showsStatistics = YES;
// configure the view
self.gameView.backgroundColor = [NSColor grayColor];
}
@end