我正在使用scenekit开车,车轮似乎在地板上下沉。 我使用苹果代码来实现它。当我使用他们的模型时它工作正常。 但是当我使用我的时候没有。我无法弄清楚为什么会发生这种情况。下面是汽车轮子下沉的图片,代码就在它下面。
@IBAction func AddFloor(_ sender: Any) {
let floor = SCNNode()
let floorGeom = SCNFloor()
floorGeom.firstMaterial?.diffuse.contents = "concrete.png"
floor.geometry = floorGeom
let staticBody = SCNPhysicsBody.static()
floor.physicsBody = staticBody
floor.position = SCNVector3(0, -10, 0)
sceneView.scene.rootNode.addChildNode(floor)
}
@IBAction func AddCar(_ sender: Any) {
let chassisNode = getNode("rccarBody", fromDaePath: "Models.scnassets/rc_car.scn")
let wheelnode0 = chassisNode
.childNode(withName: "wheelFrontL", recursively: false)
let wheelnode1 = chassisNode
.childNode(withName: "wheelFrontR1", recursively: false)
let wheelnode2 = chassisNode
.childNode(withName: "wheelRearL", recursively: false)
let wheelnode3 = chassisNode
.childNode(withName: "wheelRearR", recursively: false)
let body = SCNPhysicsBody.dynamic()
body.allowsResting = false
body.mass = 80
body.restitution = 0.1
body.friction = 0.5
body.rollingFriction = 0
chassisNode.physicsBody = body
sceneView.scene.rootNode.addChildNode(chassisNode)
// add wheels
let wheel0 = SCNPhysicsVehicleWheel(node: wheelnode0!)
let wheel1 = SCNPhysicsVehicleWheel(node: wheelnode1!)
let wheel2 = SCNPhysicsVehicleWheel(node: wheelnode2!)
let wheel3 = SCNPhysicsVehicleWheel(node: wheelnode3!)
// set physics
vehicle = SCNPhysicsVehicle(chassisBody: chassisNode.physicsBody!,
wheels: [wheel1, wheel0, wheel3,wheel2 ])
chassisNode.position = SCNVector3(0,-8,0)
sceneView.scene.physicsWorld.addBehavior(vehicle)
}
答案 0 :(得分:0)
我正在处理一个类似的问题,并意识到添加SCNFloor
并不一定能创建一个好的几何体来与PhysicsBody进行交互。
我建议添加sceneView.debugOptions = [.showPhysicsShapes]
,以便您可以看到各种物理对象的边界框进行交互。在我的情况下,我将地板几何形状设计成一个非常宽,长,薄的盒子形状,而不是试图使用内置的#34;地板#34;几何,它只为碰撞相互作用创建了一个微小的立方体。
如果你想查看并窃取任何对调试有用的内容,我在github.com/heckj/scenekit-physics-playground的macOS游乐场中提供了一些示例代码。