我选择了两个SCNVector3点,并加载相同宽度和高度的SCNBox,即两个SCNVector3点之间的距离和固定长度。但是不要在两点之间加载适当的东西。如何在选定的两个SCNVector3点之间正确加载垂直平面。
注意:材料显示的尺寸不正确。材料是淀粉状且大的。
let pos1 = SCNVector3(x: 0.26943, y: -0.022023335, z: 0.22480452)
let pos2 = SCNVector3(x: 0.3568532, y: -0.02038227, z: 0.30196056)
//Find distance between two points
let d = self.distanceBetweenPoints(A: pos1, B: pos2)
func distanceBetweenPoints(A: SCNVector3, B: SCNVector3) -> CGFloat {
let l = sqrt(
(A.x - B.x) * (A.x - B.x)
+ (A.y - B.y) * (A.y - B.y)
+ (A.z - B.z) * (A.z - B.z)
)
return CGFloat(l)
}
// width = distance between two points
//position = mid points of two points
func addwall(width:CGFloat, position : SCNVector3){
let box = SCNBox(width: width, height: width, length: 0.001, chamferRadius: 0)
let width = width
let height = 2.3
let material = SCNMaterial()
//material.diffuse.contents = UIColor.red
material.diffuse.contents = UIImage(named: "Titles.jpg")
material.isDoubleSided = true
material.diffuse.contentsTransform = SCNMatrix4MakeScale(1, -1, 1)
material.diffuse.wrapS = .repeat
material.diffuse.wrapT = .repeat
box.materials = [material]
var p = position
let boxNode = SCNNode(geometry: box)
let (minVec, maxVec) = boxNode.boundingBox
let unScaledHeight = maxVec.y - minVec.y
let unScaledWidth = maxVec.x - minVec.x
let unScaleddep = maxVec.z - minVec.z
p.y = (p.y) + (unScaledHeight/2)
boxNode.position = p
boxNode.name = "wall"
self.sceneView.scene.rootNode.addChildNode(boxNode)
}
答案 0 :(得分:1)
尝试此代码。
我使用SCNPlane
而不是SCNBox
会很容易,因为它没有深度
在wallMaterial()
中,您可以简单地创建双面SCNMatirial
对象
在您的情况下,您需要旋转它,以便两条边都与from相匹配,并且两点指向node.eulerAngles
可能是因为这条线只能解决您的问题,而可能不会
func node(from:SCNVector3,
to:SCNVector3,height:Float) -> SCNNode {
let distance = MathHelper().getMeasurementBetween(vector1: from, and: to)
let wall = SCNPlane(width: CGFloat(distance),
height: CGFloat(height))
wall.firstMaterial = wallMaterial()
let node = SCNNode(geometry: wall)
node.renderingOrder = -10
let normalizedTO = to.normalized()
let normalizedFrom = from.normalized()
let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)
var from = from
var to = to
node.position = SCNVector3(from.x + (to.x - from.x) * 0.5,
from.y + height * 0.5,
from.z + (to.z - from.z) * 0.5)
// orientation of the wall is fairly simple. we only need to orient it around the y axis,
// and the angle is calculated with 2d math.. now this calculation does not factor in the position of the
// camera, and so if you move the cursor right relative to the starting position the
// wall will be oriented away from the camera (in this app the wall material is set as double sided so you will not notice)
// - obviously if you want to render something on the walls, this issue will need to be resolved.
node.eulerAngles = SCNVector3(0, -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0.5, 0)
return node
}