我正在创建一个自定义SCNGeometry。首先,我将它发展为平面。它显示,我可以为其'漫反射内容应用颜色,但如果我尝试应用任何内容,如UIImage或CALayer,它将显示为白色。
代码:
let positions = [
SCNVector3(-1, 0, 0),
SCNVector3(1, 0, 0),
SCNVector3(-1, 0, -1),
SCNVector3(1, 0, -1)
]
let indices: [UInt8] = [
0, 1, 2,
1, 3, 2
]
let vertexSource = SCNGeometrySource(vertices: positions)
let indexData = Data(bytes: indices, count: indices.count)
let element = SCNGeometryElement(
data: indexData,
primitiveType: SCNGeometryPrimitiveType.triangles,
primitiveCount: indices.count / 3,
bytesPerIndex: 1)
let geometry = SCNGeometry(
sources: [vertexSource],
elements: [element])
geometry.firstMaterial?.diffuse.contents = UIImage(named: "homer")
答案 0 :(得分:2)
为了能够纹理几何体,您还需要提供UV坐标(纹理坐标)源。
let textureCoordinates = [
CGPoint(x: 0, y: 0),
CGPoint(x: 1, y: 0),
CGPoint(x: 0, y: 1),
CGPoint(x: 1, y: 1)
]
let uvSource = SCNGeometrySource(textureCoordinates: textureCoordinates)
let element = ...
let geometry = SCNGeometry(
sources: [vertexSource, uvSource],
elements: [element])