我试图在下面的代码中将文本字符串(SCNText)放在框(SCNBox)中。框的大小看起来正确,但文本不在框的右侧中心。任何想法或解决方案?感谢
let geoText = SCNText(string: "Hello", extrusionDepth: 1.0)
geoText.font = UIFont (name: "Arial", size: 8)
geoText.firstMaterial!.diffuse.contents = UIColor.red
let textNode = SCNNode(geometry: geoText)
let (minVec, maxVec) = textNode.boundingBox
scnScene.rootNode.addChildNode(textNode)
let w = CGFloat(maxVec.x - minVec.x)
let h = CGFloat(maxVec.y - minVec.y)
let d = CGFloat(maxVec.z - minVec.z)
let geoBox = SCNBox(width: w, height: h, length: d, chamferRadius: 0)
geoBox.firstMaterial!.diffuse.contents = UIColor.green.withAlphaComponent(0.5)
scnScene.rootNode.addChildNode(boxNode)
编辑:我添加了一个只有字符串的新图像(没有SCNBox节点)和debugOptions showBoundingBoxes来查看其边界框
解决方案1:
从vdugnist的回答中,我为想要测试的人创建了一个游乐场代码:
import UIKit
import SceneKit
import PlaygroundSupport
var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 600))
var scene = SCNScene()
sceneView.scene = scene
PlaygroundPage.current.liveView = sceneView
let geoText = SCNText(string: "Hello", extrusionDepth: 1.0)
geoText.font = UIFont (name: "Arial", size: 12)
geoText.firstMaterial!.diffuse.contents = UIColor.red
let textNode = SCNNode(geometry: geoText)
let (minVec, maxVec) = textNode.boundingBox
textNode.position = SCNVector3(x: (minVec.x - maxVec.x) / 2, y: minVec.y - maxVec.y, z: 0)
textNode.pivot = SCNMatrix4MakeTranslation((maxVec.x - minVec.x) / 2, 0, 0)
scene.rootNode.addChildNode(textNode)
let w = CGFloat(maxVec.x - minVec.x)
let h = CGFloat(maxVec.y - minVec.y)
let d = CGFloat(maxVec.z - minVec.z)
let geoBox = SCNBox(width: w, height: h, length: d, chamferRadius: 0)
geoBox.firstMaterial!.diffuse.contents = UIColor.green.withAlphaComponent(0.5)
let boxNode = SCNNode(geometry: geoBox)
boxNode.position = SCNVector3Make((maxVec.x - minVec.x) / 2 + minVec.x, (maxVec.y - minVec.y) / 2 + minVec.y, 0);
textNode.addChildNode(boxNode)
解决方案2:
我需要将文本移动到位置零(0,0,0)而不是移动文本和around框,因此我继续从解决方案1更改文本的轴。现在代码如下:
import UIKit
import SceneKit
import PlaygroundSupport
var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 600))
var scene = SCNScene()
sceneView.scene = scene
PlaygroundPage.current.liveView = sceneView
let geoText = SCNText(string: "Hello", extrusionDepth: 1.0)
geoText.font = UIFont (name: "Arial", size: 12)
geoText.firstMaterial!.diffuse.contents = UIColor.red
let textNode = SCNNode(geometry: geoText)
let (minVec, maxVec) = textNode.boundingBox
textNode.pivot = SCNMatrix4MakeTranslation((maxVec.x - minVec.x) / 2 + minVec.x, (maxVec.y - minVec.y) / 2 + minVec.y, 0)
scene.rootNode.addChildNode(textNode)
let w = CGFloat(maxVec.x - minVec.x)
let h = CGFloat(maxVec.y - minVec.y)
let d = CGFloat(maxVec.z - minVec.z)
let geoBox = SCNBox(width: w, height: h, length: d, chamferRadius: 0)
geoBox.firstMaterial!.diffuse.contents = UIColor.green.withAlphaComponent(0.6)
let boxNode = SCNNode(geometry: geoBox)
scene.rootNode.addChildNode(boxNode)
答案 0 :(得分:6)
SCNText与其他几何的区别在于SCNText原点位于左下角。在其他几何形状中,它是一个底部中心。
要修复父节点中的文本位置,可以将其pivotPoint.x设置为宽度的一半:
SCNVector3 min, max;
[textNode getBoundingBoxMin:&min max:&max];
textNode.pivot = SCNMatrix4MakeTranslation((max.x - min.x) / 2, 0, 0);
要修复子节点位置,您应将其位置设置为宽度的一半加上min:
SCNVector3 min, max;
[textNode getBoundingBoxMin:&min max:&max];
subnode.position = SCNVector3Make((max.x - min.x) / 2 + min.x, (max.y - min.y) / 2 + min.y, 0);
答案 1 :(得分:2)
Swift:正确显示父节点中的文本节点
let (min, max) = textNode.boundingBox
let dx = min.x + 0.5 * (max.x - min.x)
let dy = min.y + 0.5 * (max.y - min.y)
let dz = min.z + 0.5 * (max.z - min.z)
textNode.pivot = SCNMatrix4MakeTranslation(dx, dy, dz)
let textNodeParent = SCNNode()
textNodeParent.addChildNode(textNode)
答案 2 :(得分:0)
要找到边界框的中心,您需要在除以2之前添加(而不是减去)最小值和最大值。
textNode.position = SCNVector3(x: (minVec.x + maxVec.x) / 2, y: minVec.y + maxVec.y, z: 0)
答案 3 :(得分:0)
我认为你可能会被SCNText的异常原始治疗所困扰。 IIRC Y的零线位于弦的基线,而不是在下降线的底部。
启用var app = angular.module("hwapp", ['ngRoute']);
app.config(function($locationProvider){
$locationProvider.html5Mode({
enabled: true,
requireBase: false
})
});
在showBoundingBoxes
中查看是否有帮助。