我有一架我正在追踪的飞行飞机,我也在展示飞机所遵循的路径。我正在绘制圆柱作为绘制路径的线。它在2点之间画一条线。我有一个cameraNode,最初设置为(0,200,200)。那时我可以看到飞机。但是当我开始飞行时。它离开了屏幕。我想要两件事:
我尝试找到最小广告最大x,y和z并取平均值,但它无法正常工作。如果你看到下面的gif,它太快了,飞机已经移出屏幕了
以下是我设置相机的方法:
- (void)setUpCamera {
SCNScene *workingScene = [self getWorkingScene];
_cameraNode = [[SCNNode alloc] init];
_cameraNode.camera = [SCNCamera camera];
_cameraNode.camera.zFar = 500;
_cameraNode.position = SCNVector3Make(0, 60, 50);
[workingScene.rootNode addChildNode:_cameraNode];
SCNNode *frontCameraNode = [SCNNode node];
frontCameraNode.position = SCNVector3Make(0, 100, 50);
frontCameraNode.camera = [SCNCamera camera];
frontCameraNode.camera.xFov = 75;
frontCameraNode.camera.zFar = 500;
[_assetActivity addChildNode:frontCameraNode]; //_assetActivity is the aircraft node.
}
以下是我如何更改无效的相机位置:
- (void)showRealTimeFlightPath {
DAL3DPoint *point = [self.aircraftLocation convertCooridnateTo3DPoint];
DAL3DPoint *previousPoint = [self.previousAircraftLocation convertCooridnateTo3DPoint];
self.minCoordinate = [self.minCoordinate findMinPoint:self.minCoordinate currentPoint:point];
self.maxCoordinate = [self.minCoordinate findMaxPoint:self.maxCoordinate currentPoint:point];
DAL3DPoint *averagePoint = [[DAL3DPoint alloc] init];
averagePoint = [averagePoint averageBetweenCoordiantes:self.minCoordinate maxPoint:self.maxCoordinate];
SCNVector3 positions[] = {
SCNVector3Make(point.x,point.y,point.z) ,
SCNVector3Make(previousPoint.x,previousPoint.y,previousPoint.z)
};
SCNScene *workingScene = [self getWorkingScene];
DALLineNode *lineNodeA = [[DALLineNode alloc] init];
[lineNodeA init:workingScene.rootNode v1:positions[0] v2:positions[1] radius:0.1 radSegementCount:6 lineColor:[UIColor greenColor]] ;
[workingScene.rootNode addChildNode:lineNodeA];
self.previousAircraftLocation = [self.aircraftLocation mutableCopy];
self.cameraNode.position = SCNVector3Make(averagePoint.x, averagePoint.y, z);
self.pointOfView = self.cameraNode;
}
欢迎快速或客观的代码。
谢谢!
答案 0 :(得分:3)
您描述的第一个行为最容易通过链接一个观察约束和一个距离约束来实现,两者都是针对飞机的。
let lookAtConstraint = SCNLookAtConstraint(target: aircraft)
let distanceConstraint = SCNDistanceConstraint(target: aircraft)
distanceConstraint.minimumDistance = 10 // set to whatever minimum distance between the camera and aircraft you'd like
distanceConstraint.maximumDistance = 10 // set to whatever maximum distance between the camera and aircraft you'd like
camera.constraints = [lookAtConstraint, distanceConstraint]
对于iOS 10及更早版本,您可以使用SCNTransformConstraint
实现距离约束。这是一个基本的(虽然有点丑陋)实现,它使用线性插值来更新节点的位置。
func normalize(_ value: Float, in range: ClosedRange<Float>) -> Float {
return (value - range.lowerBound) / (range.upperBound - range.lowerBound)
}
func interpolate(from start: Float, to end: Float, alpha: Float) -> Float {
return (1 - alpha) * start + alpha * end
}
let target = airplane
let minimumDistance: Float = 10
let maximumDistance: Float = 15
let distanceConstraint = SCNTransformConstraint(inWorldSpace: false) { (node, transform) -> SCNMatrix4 in
let distance = abs(sqrt(pow(target.position.x - node.position.x, 2) + pow(target.position.y - node.position.y, 2) + pow(target.position.z - node.position.z, 2)))
let normalizedDistance: Float
switch distance {
case ...minimumDistance:
normalizedDistance = self.normalize(minimumDistance, in: 0 ... distance)
case maximumDistance...:
normalizedDistance = self.normalize(maximumDistance, in: 0 ... distance)
default:
return transform
}
node.position.x = self.interpolate(from: target.position.x, to: node.position.x, alpha: normalizedDistance)
node.position.y = self.interpolate(from: target.position.y, to: node.position.y, alpha: normalizedDistance)
node.position.z = self.interpolate(from: target.position.z, to: node.position.z, alpha: normalizedDistance)
return transform
}
第二种行为可以通过确定飞机的边界框及其在摄像机的局部坐标空间中的所有路径段来实现,然后更新摄像机距离该边界框中心的距离,以构建所有这些节点中的所有节点。视。 frameNodes(_:)
是实现此功能的便捷方法,已在iOS 11中引入,并在SCNCameraController
上定义。我建议尽可能使用它,除非你想自己深入研究三角学。您可以使用场景视图的默认摄像头控制器或创建一个临时实例,以满足您的应用需求。
答案 1 :(得分:0)
您需要计算速度角度,以便摄像机指向移动的SCNNode的方向。
此代码将为您指明正确的方向。
func renderer(_ aRenderer: SCNSceneRenderer, didSimulatePhysicsAtTime time: TimeInterval) {
// get velocity angle using velocity of vehicle
var degrees = convertVectorToAngle(vector: vehicle.chassisBody.velocity)
// get rotation of current camera on X and Z axis
let eX = cameraNode.eulerAngles.x
let eZ = cameraNode.eulerAngles.z
// offset rotation on y axis by 90 degrees
// this needs work, buggy
let ninety = deg2rad(90)
// default camera Y Euler angle facing north at 0 degrees
var eY : Float = 0.0
if degrees != 0 {
eY = Float(-degrees) - Float(ninety)
}
// rotate camera direction using cameraNode.eulerAngles and direction of velocity as eY
cameraNode.eulerAngles = SCNVector3Make(eX, eY, eZ)
// put camera 25 points behind vehicle facing direction of velocity
let dir = calculateCameraDirection(cameraNode: vehicleNode)
let pos = pointInFrontOfPoint(point: vehicleNode.position, direction:dir, distance: 25)
// camera follows driver view from 25 points behind, and 10 points above vehicle
cameraNode.position = SCNVector3Make(pos.x, vehicleNode.position.y + 10, pos.z)
}
func convertVectorToAngle(vector: SCNVector3) -> CGFloat {
let degrees = atan2(vector.z, vector.x)
return CGFloat(degrees)
}
func pointInFrontOfPoint(point: SCNVector3, direction: SCNVector3, distance: Float) -> SCNVector3 {
var x = Float()
var y = Float()
var z = Float()
x = point.x + distance * direction.x
y = point.y + distance * direction.y
z = point.z + distance * direction.z
let result = SCNVector3Make(x, y, z)
return result
}
func calculateCameraDirection(cameraNode: SCNNode) -> SCNVector3 {
let x = -cameraNode.rotation.x
let y = -cameraNode.rotation.y
let z = -cameraNode.rotation.z
let w = cameraNode.rotation.w
let cameraRotationMatrix = GLKMatrix3Make(cos(w) + pow(x, 2) * (1 - cos(w)),
x * y * (1 - cos(w)) - z * sin(w),
x * z * (1 - cos(w)) + y*sin(w),
y*x*(1-cos(w)) + z*sin(w),
cos(w) + pow(y, 2) * (1 - cos(w)),
y*z*(1-cos(w)) - x*sin(w),
z*x*(1 - cos(w)) - y*sin(w),
z*y*(1 - cos(w)) + x*sin(w),
cos(w) + pow(z, 2) * ( 1 - cos(w)))
let cameraDirection = GLKMatrix3MultiplyVector3(cameraRotationMatrix, GLKVector3Make(0.0, 0.0, -1.0))
return SCNVector3FromGLKVector3(cameraDirection)
}
func deg2rad(_ number: Double) -> Double {
return number * .pi / 180
}