使用SCNGeometryPrimitiveType多边形崩溃/错误创建自定义SCNGeometry多边形平面

时间:2019-06-26 13:00:48

标签: swift rendering scenekit arkit metal

我正在尝试创建具有自定义形状的平面形式的自定义SCNGeometry,可以将其放置在ARKit会话中。我正在以下方法中使用选项SCNGeometryPrimitiveTypePolygon,该方法似乎正常工作:

extension SCNGeometry {

    static func polygonPlane(vertices: [SCNVector3]) -> SCNGeometry {

        var indices: [Int32] = [Int32(vertices.count)]

        var index: Int32 = 0
        for _ in vertices {
            indices.append(index)
            index += 1
        }
        let vertexSource = SCNGeometrySource(vertices: vertices)
        let indexData = Data(bytes: indices, count: indices.count * MemoryLayout<Int32>.size)
        let element = SCNGeometryElement(data: indexData, primitiveType: .polygon, primitiveCount: 1, bytesPerIndex: MemoryLayout<Int32>.size)
        let geometry = SCNGeometry(sources: [vertexSource], elements: [element])
        let material = SCNMaterial()
        material.diffuse.contents = UIColor.blue
        material.isDoubleSided = true
        geometry.firstMaterial = material
        return geometry
    }

创建此几何后,我将其分配给SCNNode:s .geometry属性,并照常将其添加到我的AR场景中:

let geometry = SCNGeometry.polygonPlane(vertices: verticesArray)
let node = SCNNode(geometry: geometry)
sceneView.scene.rootNode.addChildNode(node)

这对于某些类型的平面形状效果很好。但是,我经常会崩溃,主要是在使用复杂形状或许多顶点绘制平面形状时。我进行了尝试,似乎可以按预期创建几何体而没有任何错误,但是当将节点添加到场景并即将渲染时,就会发生错误。这是打印错误:

-[MTLDebugDevice validateNewBufferArgs:options:]:467: failed assertion `Cannot create buffer of zero length.'

调试导航器中显示的内容:

Debug navigator

最后是堆栈跟踪:

* thread #17, name = 'com.apple.scenekit.scnview-renderer', queue = 'com.apple.scenekit.renderingQueue.ARSCNView0x11be03ed0', stop reason = signal SIGABRT
  * frame #0: 0x0000000219cad0cc libsystem_kernel.dylib`__pthread_kill + 8
    frame #1: 0x0000000219d23a88 libsystem_pthread.dylib`pthread_kill + 300
    frame #2: 0x0000000219c0614c libsystem_c.dylib`abort + 144
    frame #3: 0x0000000219bd3274 libsystem_c.dylib`__assert_rtn + 224
    frame #4: 0x000000021c28e23c Metal`MTLReportFailure + 528
    frame #5: 0x000000023f984108 MetalTools`-[MTLDebugDevice validateNewBufferArgs:options:] + 172
    frame #6: 0x000000023f98430c MetalTools`-[MTLDebugDevice newBufferWithBytes:length:options:] + 128
    frame #7: 0x000000022e323b48 SceneKit`-[SCNMTLResourceManager _bufferForData:bytesPerIndex:] + 404
    frame #8: 0x000000022e323f14 SceneKit`-[SCNMTLResourceManager renderResourceForMeshElement:] + 416
    frame #9: 0x000000022e3243c0 SceneKit`-[SCNMTLResourceManager renderResourceForMesh:dataKind:] + 692
    frame #10: 0x000000022e364980 SceneKit`_execute(SCNMTLRenderContext*, DrawCommand) + 916
    frame #11: 0x000000022e3644a0 SceneKit`-[SCNMTLRenderContext drawRenderElement:withPass:] + 608
    frame #12: 0x000000022e3630d4 SceneKit`-[SCNMTLRenderContext processRendererElements:count:engineIterationContext:] + 1044
    frame #13: 0x000000022e4afc54 SceneKit`C3D::DrawNodesPass::_renderEye(long) + 472
    frame #14: 0x000000022e4afa00 SceneKit`C3D::DrawNodesPass::execute(C3D::RenderArgs const&) + 260
    frame #15: 0x000000022e54a1b4 SceneKit`C3D::MainPass::execute(C3D::RenderArgs const&) + 176
    frame #16: 0x000000022e318904 SceneKit`C3D::__renderSlice(C3D::RenderGraph*, C3D::RenderPass*, unsigned short&, C3D::RenderGraph::GraphNode const&, C3D::RenderGraph::Stage*&, C3D::RenderArgs) + 1156
    frame #17: 0x000000022e319cd0 SceneKit`C3D::RenderGraph::execute() + 3896
    frame #18: 0x000000022e42fd8c SceneKit`-[SCNRenderer _renderSceneWithEngineContext:sceneTime:] + 2364
    frame #19: 0x000000022e42ff44 SceneKit`-[SCNRenderer _drawSceneWithNewRenderer:] + 312
    frame #20: 0x000000022e43056c SceneKit`-[SCNRenderer _drawScene:] + 72
    frame #21: 0x000000022e4309bc SceneKit`-[SCNRenderer _drawAtTime:] + 760
    frame #22: 0x000000022e4dfecc SceneKit`-[SCNView _drawAtTime:] + 492
    frame #23: 0x000000022e37c15c SceneKit`__69-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:]_block_invoke + 60
    frame #24: 0x000000022e4a1c50 SceneKit`__36-[SCNDisplayLink _callbackWithTime:]_block_invoke + 88
    frame #25: 0x0000000104d74778 libdispatch.dylib`_dispatch_client_callout + 20
    frame #26: 0x0000000104d82fc0 libdispatch.dylib`_dispatch_lane_barrier_sync_invoke_and_complete + 160
    frame #27: 0x000000022e4a1bb8 SceneKit`-[SCNDisplayLink _callbackWithTime:] + 268
    frame #28: 0x0000000104e082d4 GPUToolsCore`-[DYDisplayLinkInterposer forwardDisplayLinkCallback:] + 204
    frame #29: 0x000000021e53aea8 QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 632
    frame #30: 0x000000021e608858 QuartzCore`display_timer_callback(__CFMachPort*, void*, long, void*) + 276
    frame #31: 0x000000021a083058 CoreFoundation`__CFMachPortPerform + 192
    frame #32: 0x000000021a0aaaf0 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 60
    frame #33: 0x000000021a0aa1e8 CoreFoundation`__CFRunLoopDoSource1 + 444
    frame #34: 0x000000021a0a4d80 CoreFoundation`__CFRunLoopRun + 2060
    frame #35: 0x000000021a0a4254 CoreFoundation`CFRunLoopRunSpecific + 452
    frame #36: 0x000000021aa8404c Foundation`-[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 304
    frame #37: 0x000000022e37c518 SceneKit`__49-[SCNView(SCNDisplayLink) _initializeDisplayLink]_block_invoke + 444
    frame #38: 0x000000022e37c684 SceneKit`__SCNRenderThread_start__ + 104
    frame #39: 0x0000000219d22908 libsystem_pthread.dylib`_pthread_body + 132
    frame #40: 0x0000000219d22864 libsystem_pthread.dylib`_pthread_start + 48
    frame #41: 0x0000000219d2adcc libsystem_pthread.dylib`thread_start + 4
warning: failed to set breakpoint site at 0x21931425c for breakpoint -4.1: error sending the breakpoint request
warning: failed to set breakpoint site at 0x219314530 for breakpoint -4.2: error sending the breakpoint request
warning: failed to set breakpoint site at 0x2193141b4 for breakpoint -4.3: error sending the breakpoint request
warning: failed to set breakpoint site at 0x21931fcc4 for breakpoint -5.1: error sending the breakpoint request

我没有快速调试的经验,但在我看来,问题出在某些金属框架代码中的第4-6帧某处:

 frame #4: 0x000000021c28e23c Metal`MTLReportFailure + 528    
 frame #5: 0x000000023f984108 MetalTools`-[MTLDebugDevice validateNewBufferArgs:options:] + 172
 frame #6: 0x000000023f98430c MetalTools`-[MTLDebugDevice newBufferWithBytes:length:options:] + 128

感谢您的帮助/建议!

----编辑1 ----

这是一个不会产生此错误的数组:

vertices = [ //Array that should work
             SCNVector3(x: -0.06110339, y: -0.00659544, z: -0.18046863),
             SCNVector3(x: -0.06406027, y: -0.008907169, z: -0.18053372),
             SCNVector3(x: -0.06406027, y: -0.008907169, z: -0.18053372),
             SCNVector3(x: -0.06701318, y: -0.013257578, z: -0.18059872),
             SCNVector3(x: -0.069427274, y: -0.017816536, z: -0.18065183),
             SCNVector3(x: -0.07077661, y: -0.02299612, z: -0.18068156),
             SCNVector3(x: -0.07138735, y: -0.029295363, z: -0.18069498),
             SCNVector3(x: -0.07159121, y: -0.035330035, z: -0.1806995),
             SCNVector3(x: -0.06850778, y: -0.039139934, z: -0.1806316),
             SCNVector3(x: -0.059540674, y: -0.039537176, z: -0.18043421),
             SCNVector3(x: -0.04808737, y: -0.035914123, z: -0.1801821),
             SCNVector3(x: -0.045074403, y: -0.035180397, z: -0.1801158)
            ]

这是使用此数组时来自我的应用程序的两个屏幕截图。如您所见,由于所有顶点位置都是从该平面上的点击测试中选取的,因此多边形位于平面内。不要介意剪裁的颜色,因为它是Z形拼合的,并且可以通过偏移平面轻松地进行固定:

good array 1 enter image description here

这是一个生成此错误的顶点数组的示例:

vertices = [ //Array that should not work
                SCNVector3(x: 0.08866002, y: -0.007735528, z: -0.09841499),
                SCNVector3(x: 0.08873053, y: -0.014926873, z: -0.09837532),
                SCNVector3(x: 0.08873053, y: -0.014926873, z: -0.09837532),
                SCNVector3(x: 0.08846086, y: -0.024348512, z: -0.09852711),
                SCNVector3(x: 0.08749959, y: -0.034751557, z: -0.09906833),
                SCNVector3(x: 0.08527064, y: -0.043312013, z: -0.10032329),
                SCNVector3(x: 0.08125973, y: -0.049623042, z: -0.10258152),
                SCNVector3(x: 0.07674095, y: -0.054563493, z: -0.10512567),
                SCNVector3(x: 0.07041831, y: -0.057908192, z: -0.10868551),
                SCNVector3(x: 0.06373097, y: -0.058204524, z: -0.112450644),
                SCNVector3(x: 0.058445737, y: -0.057790123, z: -0.115426354),
                SCNVector3(x: 0.054485526, y: -0.05334358, z: -0.11765605),
                SCNVector3(x: 0.052902386, y: -0.04610482, z: -0.1185474),
                SCNVector3(x: 0.053534307, y: -0.036374755, z: -0.118191615),
                SCNVector3(x: 0.055890974, y: -0.027881026, z: -0.11686475),
                SCNVector3(x: 0.059101492, y: -0.022751786, z: -0.115057185),
                SCNVector3(x: 0.062345386, y: -0.02150976, z: -0.113230795),
                SCNVector3(x: 0.06506948, y: -0.022176817, z: -0.11169703)
            ]

这是使用该数组时的屏幕截图。蓝色平面是该方法有效的实例,但如果仔细观察,则会出现一条红线。这条红线紧跟着上面的不良数组的顶点,当使用相应几何图形的多边形平面添加到场景中时,这会立即使应用程序崩溃:

Bad array

----编辑2 ----

下面是@ARGeo的macOS解决方案的代码,但略作修改以适合我的iOS应用并使用任意数量的顶点。该代码适用于先前失败的顶点数组,但是在使用另一个顶点数组时再次失败。就像@ARGeo所建议的那样,如果在扩展程序中使用MemoryLayout<Int32>.size会导致问题,我确保将此方法放在实际的类中,而不是在扩展程序中。

private func createPolygon(){

        func model(vertices: [SCNVector3]) -> SCNNode {

            let polyDraw = draw(vertices: vertices)

            let material = SCNMaterial()
            material.diffuse.contents = UIColor.green
            material.isDoubleSided = true

            material.diffuse.contentsTransform = .init(m11: 0.1, m12: 0,   m13: 0,  m14: 0,
                                                       m21: 0,   m22: 0.1, m23: 0,  m24: 0,
                                                       m31: 0,   m32: 0,   m33: 0,  m34: 0,
                                                       m41: 0,   m42: 0,   m43: 0,  m44: 1)

            material.diffuse.wrapS = .repeat
            material.diffuse.wrapT = .repeat
            polyDraw.materials = [material]
            let node = SCNNode(geometry: polyDraw)
            //node.scale =  SCNVector3(x: 200, y: 200, z: 200)
            sceneView.scene.rootNode.addChildNode(node)
            return node
        }

        func draw(vertices: [SCNVector3]) -> SCNGeometry {

            let normalsPerFace = 1

            var indices: [Int32] = []
            indices.append(Int32(vertices.count))

            //Add the rest of the indices 0 to vertices.count-1
            for i in 0 ... vertices.count-1 {
                indices.append(Int32(i))
            }

            let source = SCNGeometrySource(vertices: vertices)

            let vec = vertices.map { [SCNVector3](repeating: $0,
                                                                        count: normalsPerFace) }.flatMap{ $0 }
            let normals: [SCNVector3] = vec
            let normalSource = SCNGeometrySource(normals: normals)

            var cgps: [CGPoint] = []
            vertices.forEach { (vertex) in
                cgps.append(CGPoint(x: CGFloat(vertex.x), y: CGFloat(vertex.y)))
            }

            let textcoord = SCNGeometrySource(textureCoordinates: cgps)


            let data = Data(bytes: indices,
                            count: indices.count * MemoryLayout<Int32>.size)

            let element = SCNGeometryElement(data: data,
                                             primitiveType: .polygon,
                                             primitiveCount: 1,
                                             bytesPerIndex: MemoryLayout<Int32>.size)

            return SCNGeometry(sources: [source, normalSource, textcoord],                           elements: [element])
        }

        //Previous fail, now success with ARGeo's code
        let vertices = [SCNVector3(x: 0.08866002, y: -0.00773552, z: -0.09841499),
                    SCNVector3(x: 0.08873053, y: -0.01492687, z: -0.09837532),
                    SCNVector3(x: 0.08873053, y: -0.01492687, z: -0.09837532),
                    SCNVector3(x: 0.08846086, y: -0.02434851, z: -0.09852711),
                    SCNVector3(x: 0.08749959, y: -0.03475155, z: -0.09906833),
                    SCNVector3(x: 0.08527064, y: -0.04331201, z: -0.10032329),
                    SCNVector3(x: 0.08125973, y: -0.04962304, z: -0.10258152),
                    SCNVector3(x: 0.07674095, y: -0.05456349, z: -0.10512567),
                    SCNVector3(x: 0.07041831, y: -0.05790819, z: -0.10868551),
                    SCNVector3(x: 0.06373097, y: -0.05820452, z: -0.11245064),
                    SCNVector3(x: 0.05844573, y: -0.05779012, z: -0.11542635),
                    SCNVector3(x: 0.05448552, y: -0.05334358, z: -0.11765605),
                    SCNVector3(x: 0.05290238, y: -0.04610482, z: -0.11854740),
                    SCNVector3(x: 0.05353430, y: -0.03637475, z: -0.11819161),
                    SCNVector3(x: 0.05589097, y: -0.02788102, z: -0.11686475),
                    SCNVector3(x: 0.05910149, y: -0.02275178, z: -0.11505718),
                    SCNVector3(x: 0.06234538, y: -0.02150976, z: -0.11323079),
                    SCNVector3(x: 0.06506948, y: -0.02217681, z: -0.11169703)
                    ]

        _ = model(vertices: vertices)
}

上面的代码失败的顶点数组示例:

vertices = [ SCNVector3(x: 0.08291423, y: -0.08406013, z: -0.60201955),
                     SCNVector3(x: 0.077855, y: -0.083336316, z: -0.60234916),
                     SCNVector3(x: 0.077855, y: -0.083336316, z: -0.60234916),
                     SCNVector3(x: 0.06817482, y: -0.08799789, z: -0.6029798),
                     SCNVector3(x: 0.055873748, y: -0.09737456, z: -0.6037812),
                     SCNVector3(x: 0.042388167, y: -0.108595274, z: -0.60465986),
                     SCNVector3(x: 0.031522393, y: -0.119523935, z: -0.6053677),
                     SCNVector3(x: 0.024102041, y: -0.13026507, z: -0.6058511),
                     SCNVector3(x: 0.021609604, y: -0.13820335, z: -0.6060136),
                     SCNVector3(x: 0.022751667, y: -0.14294992, z: -0.60593915),
                     SCNVector3(x: 0.025871918, y: -0.14491153, z: -0.6057359),
                     SCNVector3(x: 0.0338943, y: -0.14688163, z: -0.6052132),
                     SCNVector3(x: 0.041132875, y: -0.15027393, z: -0.60474163),
                     SCNVector3(x: 0.047307685, y: -0.15410759, z: -0.6043393),
                     SCNVector3(x: 0.054541387, y: -0.1566292, z: -0.603868),
                     SCNVector3(x: 0.06140149, y: -0.15919833, z: -0.60342115),
                     SCNVector3(x: 0.06551884, y: -0.16264887, z: -0.6031529)
                    ]

----编辑3 ----

好吧,所以我为上面的代码制作了macOS版本(这是@ARGeo提出的解决方案,但做了一些细微的更改,例如使用任意数量的顶点),即使使用iOS,使用上述数组时也不会崩溃代码版本。但是什么也没渲染,我没有收到任何我不知道原因的错误消息。当添加行cameraNode.camera?.zFar = 1000以防由于裁剪而看不到时,程序将崩溃,并给出新的错误。如果zFar足够小(用zFar < 10测试),则不会崩溃,在这种情况下也不会渲染多边形。错误打印与-[MTLDebugDevice validateNewBufferArgs:options:]:467: failed assertion 'Cannot create buffer of zero length.'相同,但是调试导航器显示以下内容:

debug navigator

和堆栈跟踪的最后几行是这样的:

* thread #8, name = 'CVDisplayLink', queue = 'com.apple.scenekit.renderingQueue.SCNView0x101306480', stop reason = signal SIGABRT
  * frame #0: 0x00007fff671b62c6 libsystem_kernel.dylib`__pthread_kill + 10
    frame #1: 0x000000010053680d libsystem_pthread.dylib`pthread_kill + 284
    frame #2: 0x00007fff671206a6 libsystem_c.dylib`abort + 127
    frame #3: 0x00007fff670e920d libsystem_c.dylib`__assert_rtn + 324
    frame #4: 0x00007fff3fd1b68e Metal`MTLReportFailure + 567
    frame #5: 0x00007fff599f9d98 MetalTools`-[MTLDebugDevice validateNewBufferArgs:options:] + 207
    frame #6: 0x00007fff599f9f28 MetalTools`-[MTLDebugDevice newBufferWithBytes:length:options:] + 107
    frame #7: 0x00007fff462f265b SceneKit`-[SCNMTLResourceManager _bufferForData:bytesPerIndex:] + 414
    frame #8: 0x00007fff462f29e0

这是如果您想自己尝试的代码。只需复制并粘贴到macOS项目中即可:


import SceneKit
import QuartzCore

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: 15)

        // This line crashes the app! But w/o it the polygon plane would probably clip and be invisible.
        cameraNode.camera?.zFar = 1000

        let ambientLightNode = SCNNode()
        ambientLightNode.light = SCNLight()
        ambientLightNode.light!.type = .ambient
        ambientLightNode.light!.intensity = 10000
        ambientLightNode.light!.color = NSColor.darkGray
        scene.rootNode.addChildNode(ambientLightNode)

        func model(vertices: [SCNVector3]) -> SCNNode {

            let polyDraw = draw(vertices: vertices)

            let material = SCNMaterial()
            material.diffuse.contents = NSColor.green
            material.isDoubleSided = true

            material.diffuse.contentsTransform = .init(m11: 0.1, m12: 0,   m13: 0,  m14: 0,
                                                       m21: 0,   m22: 0.1, m23: 0,  m24: 0,
                                                       m31: 0,   m32: 0,   m33: 0,  m34: 0,
                                                       m41: 0,   m42: 0,   m43: 0,  m44: 1)

            material.diffuse.wrapS = .repeat
            material.diffuse.wrapT = .repeat
            polyDraw.materials = [material]
            let node = SCNNode(geometry: polyDraw)
            node.scale =  SCNVector3(x: 200, y: 200, z: 200)
            scene.rootNode.addChildNode(node)
            return node
        }

        func draw(vertices: [SCNVector3]) -> SCNGeometry {

            let normalsPerFace = 1

            var indices: [Int32] = []
            indices.append(Int32(vertices.count))

            //Add the rest of the indices 0 to vertices.count-1
            for i in 0 ... vertices.count-1 {
                indices.append(Int32(i))
            }

            let source = SCNGeometrySource(vertices: vertices)

            let vec = vertices.map { [SCNVector3](repeating: $0,
                                                  count: normalsPerFace) }.flatMap{ $0 }
            let normals: [SCNVector3] = vec
            let normalSource = SCNGeometrySource(normals: normals)

            var cgps: [CGPoint] = []
            vertices.forEach { (vertex) in
                cgps.append(CGPoint(x: CGFloat(vertex.x), y: CGFloat(vertex.y)))
            }

            let textcoord = SCNGeometrySource(textureCoordinates: cgps)


            let data = Data(bytes: indices,
                            count: indices.count * MemoryLayout<Int32>.size)

            let element = SCNGeometryElement(data: data,
                                             primitiveType: .polygon,
                                             primitiveCount: 1,
                                             bytesPerIndex: MemoryLayout<Int32>.size)

            return SCNGeometry(sources: [source, normalSource, textcoord],                           elements: [element])
        }

        //Previous fail, now success with ARGeo's code
//        let vertices = [SCNVector3(x: 0.08866002, y: -0.00773552, z: -0.09841499),
//                        SCNVector3(x: 0.08873053, y: -0.01492687, z: -0.09837532),
//                        SCNVector3(x: 0.08873053, y: -0.01492687, z: -0.09837532),
//                        SCNVector3(x: 0.08846086, y: -0.02434851, z: -0.09852711),
//                        SCNVector3(x: 0.08749959, y: -0.03475155, z: -0.09906833),
//                        SCNVector3(x: 0.08527064, y: -0.04331201, z: -0.10032329),
//                        SCNVector3(x: 0.08125973, y: -0.04962304, z: -0.10258152),
//                        SCNVector3(x: 0.07674095, y: -0.05456349, z: -0.10512567),
//                        SCNVector3(x: 0.07041831, y: -0.05790819, z: -0.10868551),
//                        SCNVector3(x: 0.06373097, y: -0.05820452, z: -0.11245064),
//                        SCNVector3(x: 0.05844573, y: -0.05779012, z: -0.11542635),
//                        SCNVector3(x: 0.05448552, y: -0.05334358, z: -0.11765605),
//                        SCNVector3(x: 0.05290238, y: -0.04610482, z: -0.11854740),
//                        SCNVector3(x: 0.05353430, y: -0.03637475, z: -0.11819161),
//                        SCNVector3(x: 0.05589097, y: -0.02788102, z: -0.11686475),
//                        SCNVector3(x: 0.05910149, y: -0.02275178, z: -0.11505718),
//                        SCNVector3(x: 0.06234538, y: -0.02150976, z: -0.11323079),
//                        SCNVector3(x: 0.06506948, y: -0.02217681, z: -0.11169703)
//        ]

        //Array which fails when the cameras zFar property
        //is too big (>10 or something).
        //If zFar is small enough it does not crash,
        //but then nothing is rendered.
        let vertices = [ SCNVector3(x: 0.08291423, y: -0.08406013, z: -0.60201955),
                         SCNVector3(x: 0.077855, y: -0.083336316, z: -0.60234916),
                         SCNVector3(x: 0.077855, y: -0.083336316, z: -0.60234916),
                         SCNVector3(x: 0.06817482, y: -0.08799789, z: -0.6029798),
                         SCNVector3(x: 0.055873748, y: -0.09737456, z: -0.6037812),
                         SCNVector3(x: 0.042388167, y: -0.108595274, z: -0.60465986),
                         SCNVector3(x: 0.031522393, y: -0.119523935, z: -0.6053677),
                         SCNVector3(x: 0.024102041, y: -0.13026507, z: -0.6058511),
                         SCNVector3(x: 0.021609604, y: -0.13820335, z: -0.6060136),
                         SCNVector3(x: 0.022751667, y: -0.14294992, z: -0.60593915),
                         SCNVector3(x: 0.025871918, y: -0.14491153, z: -0.6057359),
                         SCNVector3(x: 0.0338943, y: -0.14688163, z: -0.6052132),
                         SCNVector3(x: 0.041132875, y: -0.15027393, z: -0.60474163),
                         SCNVector3(x: 0.047307685, y: -0.15410759, z: -0.6043393),
                         SCNVector3(x: 0.054541387, y: -0.1566292, z: -0.603868),
                         SCNVector3(x: 0.06140149, y: -0.15919833, z: -0.60342115),
                         SCNVector3(x: 0.06551884, y: -0.16264887, z: -0.6031529)
                        ]

        _ = model(vertices: vertices)


        let scnView = self.view as! SCNView
        scnView.scene = scene
        scnView.allowsCameraControl = true
        scnView.showsStatistics = true
        scnView.backgroundColor = NSColor.darkGray
    }
}

我不知道是什么导致了此问题,因为似乎某些内部渲染出错了。我对调试也不是很有经验,所以我将不胜感激,希望对您有所帮助。

1 个答案:

答案 0 :(得分:1)

解决方案(复制并粘贴此macOS应用代码以在ViewController.swift中进行测试):

enter image description here

import SceneKit

class ViewController: NSViewController, SCNSceneRendererDelegate {

    override func viewDidLoad() {
        super.viewDidLoad()

        let scene = SCNScene()
        let cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        cameraNode.camera?.zFar = 1000
        scene.rootNode.addChildNode(cameraNode)
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

        let scnView = self.view as! SCNView
        scnView.scene = scene
        scnView.delegate = self
        scnView.allowsCameraControl = true
        scnView.showsStatistics = true
        scnView.backgroundColor = NSColor.darkGray

        func model( v01: SCNVector3,
                    v02: SCNVector3,
                    v03: SCNVector3,
                    v04: SCNVector3,
                    v05: SCNVector3,
                    v06: SCNVector3,
                    v07: SCNVector3,
                    v08: SCNVector3,
                    v09: SCNVector3,
                    v10: SCNVector3,
                    v11: SCNVector3,
                    v12: SCNVector3,
                    v13: SCNVector3,
                    v14: SCNVector3,
                    v15: SCNVector3,
                    v16: SCNVector3,
                    v17: SCNVector3,
                    v18: SCNVector3) -> SCNNode {

            let polyDraw = draw(vector01: v01,
                                vector02: v02,
                                vector03: v03,
                                vector04: v04,
                                vector05: v05,
                                vector06: v06,
                                vector07: v07,
                                vector08: v08,
                                vector09: v09,
                                vector10: v10,
                                vector11: v11,
                                vector12: v12,
                                vector13: v13,
                                vector14: v14,
                                vector15: v15,
                                vector16: v16,
                                vector17: v17,
                                vector18: v18)

            let material = SCNMaterial()
            material.diffuse.contents = NSColor.green
            material.isDoubleSided = true
            polyDraw.materials = [material]

            let node = SCNNode(geometry: polyDraw)
            node.scale =  SCNVector3(x: 200, y: 200, z: 200)
            scene.rootNode.addChildNode(node)
            return node
        }

        func draw(vector01: SCNVector3,
                  vector02: SCNVector3,
                  vector03: SCNVector3,
                  vector04: SCNVector3,
                  vector05: SCNVector3,
                  vector06: SCNVector3,
                  vector07: SCNVector3,
                  vector08: SCNVector3,
                  vector09: SCNVector3,
                  vector10: SCNVector3,
                  vector11: SCNVector3,
                  vector12: SCNVector3,
                  vector13: SCNVector3,
                  vector14: SCNVector3,
                  vector15: SCNVector3,
                  vector16: SCNVector3,
                  vector17: SCNVector3,
                  vector18: SCNVector3) -> SCNGeometry {

            let normalsPerFace = 1

            let indices: [Int32] = [18, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
                                        10, 11, 12, 13, 14, 15, 16, 17]

            let source = SCNGeometrySource(vertices: [vector01,
                                                      vector02,
                                                      vector03,
                                                      vector04,
                                                      vector05,
                                                      vector06,
                                                      vector07,
                                                      vector08,
                                                      vector09,
                                                      vector10,
                                                      vector11,
                                                      vector12,
                                                      vector13,
                                                      vector14,
                                                      vector15,
                                                      vector16,
                                                      vector17,
                                                      vector18])

            let vec = [vector01, vector02, vector03,
                       vector04, vector05, vector06,
                       vector07, vector08, vector09,
                       vector10, vector11, vector12,
                       vector13, vector14, vector15,
                       vector16, vector17, vector18].map { [SCNVector3](repeating: $0,
                                                                            count: normalsPerFace) }.flatMap{ $0 }
            let normals: [SCNVector3] = vec
            let normalSource = SCNGeometrySource(normals: normals)

            let point01 = CGPoint(x: CGFloat(vector01.x), y: CGFloat(vector01.y))
            let point02 = CGPoint(x: CGFloat(vector02.x), y: CGFloat(vector02.y))
            let point03 = CGPoint(x: CGFloat(vector03.x), y: CGFloat(vector03.y))
            let point04 = CGPoint(x: CGFloat(vector04.x), y: CGFloat(vector04.y))
            let point05 = CGPoint(x: CGFloat(vector05.x), y: CGFloat(vector05.y))
            let point06 = CGPoint(x: CGFloat(vector06.x), y: CGFloat(vector06.y))
            let point07 = CGPoint(x: CGFloat(vector07.x), y: CGFloat(vector07.y))
            let point08 = CGPoint(x: CGFloat(vector08.x), y: CGFloat(vector08.y))
            let point09 = CGPoint(x: CGFloat(vector09.x), y: CGFloat(vector09.y))
            let point10 = CGPoint(x: CGFloat(vector10.x), y: CGFloat(vector10.y))
            let point11 = CGPoint(x: CGFloat(vector11.x), y: CGFloat(vector11.y))
            let point12 = CGPoint(x: CGFloat(vector12.x), y: CGFloat(vector12.y))
            let point13 = CGPoint(x: CGFloat(vector13.x), y: CGFloat(vector13.y))
            let point14 = CGPoint(x: CGFloat(vector14.x), y: CGFloat(vector14.y))
            let point15 = CGPoint(x: CGFloat(vector15.x), y: CGFloat(vector15.y))
            let point16 = CGPoint(x: CGFloat(vector16.x), y: CGFloat(vector16.y))
            let point17 = CGPoint(x: CGFloat(vector17.x), y: CGFloat(vector17.y))
            let point18 = CGPoint(x: CGFloat(vector18.x), y: CGFloat(vector18.y))

            let texCoord = SCNGeometrySource(textureCoordinates:
                           [point01, point02, point03, point04, point05, point06,
                            point07, point08, point09, point10, point11, point12,
                            point13, point14, point15, point16, point17, point18])

            let data = Data(bytes: indices,
                            count: indices.count * MemoryLayout<Int32>.size)

            let element = SCNGeometryElement(data: data,
                                    primitiveType: .polygon,
                                   primitiveCount: 1,
                                    bytesPerIndex: MemoryLayout<Int32>.size)

            let geometry = SCNGeometry(sources: [source, normalSource, texCoord],
                                      elements: [element])

            return geometry
        }

        _ = model(v01: SCNVector3(x: 0.08866002, y: -0.00773552, z: -0.09841499),
                  v02: SCNVector3(x: 0.08873053, y: -0.01492687, z: -0.09837532),
                  v03: SCNVector3(x: 0.08873053, y: -0.01492687, z: -0.09837532),
                  v04: SCNVector3(x: 0.08846086, y: -0.02434851, z: -0.09852711),
                  v05: SCNVector3(x: 0.08749959, y: -0.03475155, z: -0.09906833),
                  v06: SCNVector3(x: 0.08527064, y: -0.04331201, z: -0.10032329),
                  v07: SCNVector3(x: 0.08125973, y: -0.04962304, z: -0.10258152),
                  v08: SCNVector3(x: 0.07674095, y: -0.05456349, z: -0.10512567),
                  v09: SCNVector3(x: 0.07041831, y: -0.05790819, z: -0.10868551),
                  v10: SCNVector3(x: 0.06373097, y: -0.05820452, z: -0.11245064),
                  v11: SCNVector3(x: 0.05844573, y: -0.05779012, z: -0.11542635),
                  v12: SCNVector3(x: 0.05448552, y: -0.05334358, z: -0.11765605),
                  v13: SCNVector3(x: 0.05290238, y: -0.04610482, z: -0.11854740),
                  v14: SCNVector3(x: 0.05353430, y: -0.03637475, z: -0.11819161),
                  v15: SCNVector3(x: 0.05589097, y: -0.02788102, z: -0.11686475),
                  v16: SCNVector3(x: 0.05910149, y: -0.02275178, z: -0.11505718),
                  v17: SCNVector3(x: 0.06234538, y: -0.02150976, z: -0.11323079),
                  v18: SCNVector3(x: 0.06506948, y: -0.02217681, z: -0.11169703))
    }
}

有用的信息

在3D图形中,使用多边形几何体的最佳方法也是最可预测的方法,首先是使用三面(三角形)和四面(四边形)面。有时,在极少数情况下,您可以使用五面脸,但这会导致您产生阴影伪影。

Bad cases可能会导致SceneKit / Metal中的错误,是:

  • 层状面孔
  • 非流形几何
  • 非平面的面孔(您的情况)
  • 凹面
  • “由内而外”的面孔,即连接顺序错误(您的情况)
  • 带孔的脸
  • 边长为零的面
  • 等...

我还要说的一件事是:在渲染阶段,所有多边形总是变成三角形。如果渲染器或渲染引擎无法完成此转换,则会出现错误。

查看如何将四个面的多边形有效地连接起来以形成复杂的对象:

enter image description here

PS (用于ARKit)。

camera.zFar

let currentFrame = sceneView.session.currentFrame
let node = SCNNode()
node.camera = SCNCamera()

var translation = matrix_identity_float4x4

translation.columns.3.z = -0.1       /* 10 cm */
node.simdTransform = matrix_multiply((currentFrame?.camera.transform)!, 
                                      translation)

node.camera?.zFar = 1000             /* Set no more than 1000 meters */