我正在制作一款使用Swift的ARKit进行折腾游戏的AR应用程序。
比赛的目的是抛球并使其降落在帽子上。然而,每当我试图抛球时,它似乎总是落到无限远而不是落在我创造的帽子或地板平面上。
这是抛球的代码:
@IBAction func throwBall(_ sender: Any) {
// Create ball
let ball = SCNSphere(radius: 0.02)
currentBallNode = SCNNode(geometry: ball)
currentBallNode?.physicsBody = .dynamic()
currentBallNode?.physicsBody?.allowsResting = true
currentBallNode?.physicsBody?.isAffectedByGravity = true
// Apply transformation
let camera = sceneView.session.currentFrame?.camera
let cameraTransform = camera?.transform
currentBallNode?.simdTransform = cameraTransform!
// Add current ball node to balls array
balls.append(currentBallNode!)
// Add ball node to root node
sceneView.scene.rootNode.addChildNode(currentBallNode!)
// Set force to be applied
let force = simd_make_float4(0, 0, -3, 0)
let rotatedForce = simd_mul(cameraTransform!, force)
let vectorForce = SCNVector3(x:rotatedForce.x, y:rotatedForce.y, z:rotatedForce.z)
// Apply force to ball
currentBallNode?.physicsBody?.applyForce(vectorForce, asImpulse: true)
}
这里是地板的物理机构设置:
请查看下面的屏幕截图,了解更多信息。
答案 0 :(得分:1)
没关系,我设法通过添加以下功能来解决这个问题:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor, planeAnchor.center == self.planeAnchor?.center || self.planeAnchor == nil else { return }
// Set the floor's geometry to be the detected plane
let floor = sceneView.scene.rootNode.childNode(withName: "floor", recursively: true)
let plane = SCNPlane(width: CGFloat(planeAnchor.extent.x), height: CGFloat(planeAnchor.extent.y))
floor?.geometry = plane
}