我试图修改Xcode的默认游戏设置,以便我可以:将动画编程到几何体中,擦除该动画,让用户自动播放动画。
我设法通过根据洗涤器的值设置视图的场景时间来使动画的擦洗工作。但是,当我将SCNSceneRenderer上的isPlaying布尔值设置为true时,它会将每个帧上的时间重置为0,并且我无法将其从第一帧移开。
从文档中,我假设这意味着它无法检测到我的动画,并认为所有动画的持续时间都为0.
这是我的GameViewController中的viewDidLoad函数:
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene(named: "art.scnassets/ship.scn")!
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = UIColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
// retrieve the ship node
let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!
// define the animation
//ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
let positionAnimation = CAKeyframeAnimation(keyPath: "position.y")
positionAnimation.values = [0, 2, -2, 0]
positionAnimation.keyTimes = [0, 1, 3, 4]
positionAnimation.duration = 5
positionAnimation.usesSceneTimeBase = true
// retrieve the SCNView
let scnView = self.view as! SCNView
scnView.delegate = self
// add the animation
ship.addAnimation(positionAnimation, forKey: "position.y")
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.black
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
// play the scene
scnView.isPlaying = true
//scnView.loops = true
}
任何帮助表示赞赏! :)
参考文献:
sceneTime:
https://developer.apple.com/documentation/scenekit/scnscenerenderer/1522680-scenetime
IsPlaying模块:
https://developer.apple.com/documentation/scenekit/scnscenerenderer/1523401-isplaying
相关问题:
SceneKit SCNSceneRendererDelegate - renderer function not called
答案 0 :(得分:0)
我无法以优雅的方式工作,但我通过添加此Timer调用来修复它:
Timer.scheduledTimer(timeInterval: timeIncrement, target: self, selector: (#selector(updateTimer)), userInfo: nil, repeats: true)
timeIncrement是一个Double设置为0.01,updateTimer是以下函数:
// helper function updateTimer
@objc func updateTimer() {
let scnView = self.view.subviews[0] as! SCNView
scnView.sceneTime += Double(timeIncrement)
}
我确信这是一个更好的解决方案,但这很有效。
答案 1 :(得分:0)
sceneTime会自动设置为0.0。
在SceneKit运行动作和动画之前,可以使用renderer(_:updateAtTime :)委托方法将sceneTime设置为所需的值。
使GameViewController符合SCNSceneRendererDelegate:
class GameViewController: UIViewController, SCNSceneRendererDelegate {
// ...
}
确保将scnView.delegate = self
保留在viewDidLoad()中。
现在在GameViewController类中实现renderer(_:updateAtTime:):
// need to remember scene start time in order to calculate current scene time
var sceneStartTime: TimeInterval? = nil
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
// if startTime is nil assign time to it
sceneStartTime = sceneStartTime ?? time
// make scene time equal to the current time
let scnView = self.view as! SCNView
scnView.sceneTime = time - sceneStartTime!
}