我正在尝试将子节点添加到拥有它自己的摄像机的父节点中。当用户在场景中点击时,使用命中测试我将子节点(即平面节点)添加到父节点(球体节点)。但是我不知道为什么子节点没有正确面对相机。在不同的位置看起来有所不同。我希望它可以解决相机问题。
代码:
// Creating sphere node and adding camera to it
func setup() {
let sphere = SCNSphere(radius: 10)
sphere.segmentCount = 360
let material = getTextureMaterial()
material.diffuse.contents = UIImage(named: "sample")
sphere.firstMaterial = material
let sphereNode = SCNNode()
sphereNode.geometry = sphere
sceneView.scene?.rootNode.addChildNode(sphereNode)
}
//Creating texture material to show 360 degree image...
func getTextureMaterial() -> SCNMaterial {
let material = SCNMaterial()
material.diffuse.mipFilter = .nearest
material.diffuse.magnificationFilter = .linear
material.diffuse.contentsTransform = SCNMatrix4MakeScale(-1, 1, 1)
material.diffuse.wrapS = .repeat
material.cullMode = .front
material.isDoubleSided = true
return material
}
@objc func handleTap(rec: UITapGestureRecognizer){
if rec.state == .ended {
let location: CGPoint = rec.location(in: sceneView)
let hits = sceneView.hitTest(location, options: nil)
if !hits.isEmpty {
let result: SCNHitTestResult = hits[0]
createPlaneNode(result: result)
}
}
}
func createPlaneNode(result : SCNHitTestResult) {
let plane = SCNPlane(width: 5, height: 5)
plane.firstMaterial?.diffuse.contents = UIColor.red
plane.firstMaterial?.isDoubleSided = true
let planeNode = SCNNode()
planeNode.name = "B"
planeNode.geometry = plane
planeNode.position = result.worldCoordinates
result.node.addChildNode(planeNode)
}
结果我正在使用上面的代码:
添加的“平面”节点看起来很奇怪
答案 0 :(得分:0)
我不知道您是否找到答案,但是可以通过SCNBillboardConstraint来释放节点轴:)
let billboardConstraint = SCNBillboardConstraint()
billboardConstraint.freeAxes = [.all]
node.constraints = [billboardConstraint]