SceneKit关注相机

时间:2017-04-03 13:05:59

标签: 3d swift3 camera physics scenekit

我正在使用球作为我的球员的主要物理身体:

setup_Player () {

    playerGeometry = SCNSphere(radius: CGFloat(radius))
    playerGeometry.segmentCount = 64

    player = SCNNode(geometry: playerGeometry)
    player.geometry?.materials = [playerMaterial];
    player.position = SCNVector3(x: 1, y: 15, z:  0.5)

    let playerShape = SCNPhysicsShape(geometry: playerGeometry, options: nil)
    let playerBody = SCNPhysicsBody(type: .dynamic, shape: playerShape)

    player.physicsBody?.categoryBitMask = collisionRollingBall
    player.physicsBody?.collisionBitMask = collsionTarget
    player.physicsBody?.mass = 10
    player.physicsBody = playerBody

    scene.rootNode.addChildNode(player)

    }

写了代码来修复我的播放器旁边的相机位置:

func setupCamera () {

    //create a main camera
    cameraNode = SCNNode()
    cameraNode.camera = SCNCamera()
    cameraNode.camera?.zFar = 100;
    cameraNode.position = SCNVector3Make(0, 0, 0)
    cameraNode.eulerAngles = SCNVector3Make(0, 0, 0)
    cameraNode.rotation  = SCNVector4Make(0, 1, 0, Float(-M_PI_4*0.75))
    scene.rootNode.addChildNode(cameraNode)

    //add a secondary camera to the player
    let frontCameraNode = SCNNode()
    frontCameraNode.position = SCNVector3Make(0, 15, 0)
    frontCameraNode.rotation  = SCNVector4Make(1, 0, 0, Float(-M_PI_4*2.2))

    frontCameraNode.camera = SCNCamera()
    frontCameraNode.camera?.zFar = 100

    player.addChildNode(frontCameraNode)

}

我只需将相机位置冻结在一定距离,就像在第三人的游戏中一样。

在这种情况下,相机会获取球的物理属性并随之旋转。但我需要关注球员和所有人,而不是以极快的速度旋转球......

如何修复播放器旁边的相机,而不是继承其属性?如何忽略物理体的旋转?

提前致谢。

1 个答案:

答案 0 :(得分:0)

您可以更新相机的位置,只需将其添加到场景中,而不是添加到播放器中。你应该在renderer(_:​update​At​Time:​)

的每一帧都这样做

https://developer.apple.com/reference/scenekit/scnscenerendererdelegate/1522937-renderer

frontCamerNode.position = SCNVector3(x: player.position.x, player.position.y, player.position.z - 10)

我认为还需要做更多的工作,比如旋转相机等。但也许这会让你指向正确的方向。