我对Swift和SceneKit还是很陌生,我目前的问题是,即使框架中的原始形状显示得很好,我尝试创建的自定义形状也没有显示出来。
我一直在关注https://www.raywenderlich.com/1261-scene-kit-tutorial-with-swift-part-1-getting-started的教程。
我还检查了答案SceneKit – Custom geometry does not show up。我在这里查看了其他答案,但没有一个对我有用。
这是我的代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<script src="https://d3js.org/d3.v5.js"></script>
</head>
<body>
<script>
d3.json("buildings.json").then(data => console.log(data))
</script>
</body>
</html>
这是产生自定义形状的函数:
import UIKit
import SceneKit
import QuartzCore
class GameViewController: UIViewController {
var scnView: SCNView!
var scnScene: SCNScene!
var cameraNode: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
setupView()
setupScene()
setupCamera()
let lightNode0 = SCNNode()
lightNode0.light = SCNLight()
lightNode0.light!.type = .omni
lightNode0.position = SCNVector3(x: 0, y: 10, z: 10)
scnScene.rootNode.addChildNode(lightNode0)
let lightNode1 = SCNNode()
lightNode1.light = SCNLight()
lightNode1.light!.type = .omni
lightNode1.position = SCNVector3(5, -10, 0)
scnScene.rootNode.addChildNode(lightNode1)
spawnShape()
}
func shouldAutorotate() -> Bool {
return true
}
func prefersStatusBarHidden() -> Bool {
return true
}
func setupView() {
scnView = self.view as! SCNView
// 1
scnView.showsStatistics = true
// 2
scnView.allowsCameraControl = true
// 3
scnView.autoenablesDefaultLighting = true
}
func setupScene() {
scnScene = SCNScene()
scnView.scene = scnScene
}
func setupCamera() {
// 1
cameraNode = SCNNode()
// 2
cameraNode.camera = SCNCamera()
// 3
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
// 4
scnScene.rootNode.addChildNode(cameraNode)
}
答案 0 :(得分:0)
尝试我的轻量代码(用于快速测试的macOS版本)。
正在工作:
import SceneKit
class GameViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 3)
let geometry: SCNGeometry?
let positions = [
SCNVector3(0, 1, 0),
SCNVector3(-0.5, 0, 0.5),
SCNVector3(0.5, 0, 0.5),
SCNVector3(0.5, 0, -0.5),
SCNVector3(-0.5, 0, -0.5),
SCNVector3(0, -1, 0),
]
let source = SCNGeometrySource(vertices: positions)
let indices: [UInt32] = [
0, 1, 2,
2, 3, 0,
3, 4, 0,
4, 1, 0,
1, 5, 2,
2, 5, 3,
3, 5, 4,
4, 5, 1
]
let element = SCNGeometryElement(indices: indices, primitiveType:.triangles)
geometry = SCNGeometry(sources: [source], elements: [element])
geometry!.firstMaterial?.diffuse.contents = NSColor.red
let geometryNode = SCNNode(geometry: geometry)
scene.rootNode.addChildNode(geometryNode)
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = true
scnView.autoenablesDefaultLighting = true
scnView.backgroundColor = NSColor.black
}
}