我正在使用SK3DNode实例显示SpriteKit场景中的一些基本3D几何图形,以显示SceneKit场景的内容,如Apple's article here中所述。
我已经可以使用SceneKit节点变换和SK3DNode的位置/视口大小来随意定位节点和3D内容。
接下来,我想在我的SpriteKit场景中显示其他一些精灵,叠加在3D内容之上,但是我不能这样做:SK3DNode的内容总是绘制在顶端。
我尝试指定SK3DNode和SKSpriteNode的zPosition
属性,但无济于事。
摘自Apple关于SK3DNode的文档:
使用SK3DNode对象将3D SceneKit内容合并到 基于SpriteKit的游戏。当SpriteKit渲染节点时, SceneKit 首先对场景进行动画处理和渲染。然后这个渲染的图像是 合成到SpriteKit场景中。使用scnScene属性来 指定要渲染的SceneKit场景。
(重点是我的)
关于z顺序,这有点模棱两可(似乎只提到进行渲染的时间顺序)。
我整理了minimal demo project on GitHub;相关代码为:
1。 SceneKit场景
import SceneKit
class SceneKitScene: SCNScene {
override init() {
super.init()
let box = SCNBox(width: 10, height: 10, length: 10, chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
box.materials = [material]
let boxNode = SCNNode(geometry: box)
boxNode.transform = SCNMatrix4MakeRotation(.pi/2, 1, 1, 1)
self.rootNode.addChildNode(boxNode)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
2。 SpriteKit场景
import SpriteKit
class SpriteKitScene: SKScene {
override init(size: CGSize) {
super.init(size: size)
// Scene Background
self.backgroundColor = .red
// 3D Node
let objectNode = SK3DNode(viewportSize: size)
objectNode.scnScene = SceneKitScene()
addChild(objectNode)
objectNode.position = CGPoint(x: size.width/2, y: size.height/2)
let camera = SCNCamera()
let cameraNode = SCNNode()
cameraNode.camera = camera
objectNode.pointOfView = cameraNode
objectNode.pointOfView?.position = SCNVector3(x: 0, y: 0, z: 60)
objectNode.zPosition = -100
// 2D Sprite
let sprite = SKSpriteNode(color: .yellow, size: CGSize(width: 250, height: 60))
sprite.position = objectNode.position
sprite.zPosition = +100
addChild(sprite)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
... 渲染结果为:
(我想要黄色矩形上方绿色框)
答案 0 :(得分:3)
我与此事发生了与Apple的技术支持事件,他们才回到我身边。解决方案实际上非常简单。
如果要在
b[0] = ne; int i = 0;
上渲染2D精灵,则需要停止b[0] = ne; // do something with b[0] if you want. int i = 1;
的内容写入深度缓冲区。
为此,您只需要在SK3DNodes
上将SK3DNodes
设置为writesToDepthBuffer
。
false
景气。有效。
答案 1 :(得分:1)
请注意,这只是我偶然发现的内容。我不知道它为什么起作用,并且如果不进一步了解,我可能会不信任它,但也许会有所帮助解释或实际解决方案。
似乎在SK3DNode
旁边有SKShapeNode
(带有填充)(作为同级,同级树的一部分或子级),可以按正确的顺序绘制它。 SK3DNode
似乎也不需要与SKShapeNode
相交。
填充很重要,因为透明填充会使此功能不起作用。中风似乎没有任何作用。
尺寸很小且alpha填充几乎为零的import PlaygroundSupport
import SceneKit
import SpriteKit
let viewSize = CGSize(width: 300, height: 150)
let viewportSize: CGFloat = viewSize.height * 0.75
func skview(color: UIColor, index: Int) -> SKView {
let scene = SKScene(size: viewSize)
scene.backgroundColor = color
let view = SKView(
frame: CGRect(
origin: CGPoint(x: 0, y: CGFloat(index) * viewSize.height),
size: viewSize
)
)
view.presentScene(scene)
view.showsDrawCount = true
// Draw the box of the 3d node view port
let viewport = SKSpriteNode(color: .orange, size: CGSize(width: viewportSize, height: viewportSize))
viewport.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
scene.addChild(viewport)
return view
}
func cube() -> SK3DNode {
let mat = SCNMaterial()
mat.diffuse.contents = UIColor.green
let box = SCNBox(width: viewportSize, height: viewportSize, length: viewportSize, chamferRadius: 0)
box.firstMaterial = mat
let boxNode3d = SCNNode(geometry: box)
boxNode3d.runAction(.repeatForever(.rotateBy(x: 10, y: 10, z: 10, duration: 10)))
let scene = SCNScene()
scene.rootNode.addChildNode(boxNode3d)
let boxNode2d = SK3DNode(viewportSize: CGSize(width: viewportSize, height: viewportSize))
boxNode2d.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
boxNode2d.scnScene = scene
return boxNode2d
}
func shape() -> SKShapeNode {
let shape = SKShapeNode(rectOf: CGSize(width: viewSize.height / 4, height: viewSize.height / 4))
shape.strokeColor = .clear
shape.fillColor = .purple
return shape
}
func rect(_ color: UIColor) -> SKSpriteNode {
let sp = SKSpriteNode(texture: nil, color: color, size: CGSize(width: 200, height: viewSize.height / 4))
sp.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
return sp
}
// The original issue, untouched.
func v1() -> SKView {
let v = skview(color: .red, index: 0)
v.scene?.addChild(cube())
v.scene?.addChild(rect(.yellow))
return v
}
// Shape added as sibling after the 3d node. Notice that it doesn't overlap the SK3DNode.
func v2() -> SKView {
let v = skview(color: .blue, index: 1)
v.scene?.addChild(cube())
v.scene?.addChild(shape())
v.scene?.addChild(rect(.yellow))
return v
}
// Shape added to the 3d node.
func v3() -> SKView {
let v = skview(color: .magenta, index: 2)
let box = cube()
box.addChild(shape())
v.scene?.addChild(box)
v.scene?.addChild(rect(.yellow))
return v
}
// 3d node added after, but zPos set to -1.
func v4() -> SKView {
let v = skview(color: .cyan, index: 3)
v.scene?.addChild(shape())
v.scene?.addChild(rect(.yellow))
let box = cube()
box.zPosition = -1
v.scene?.addChild(box)
return v
}
// Shape added after the 3d node, but not as a sibling.
func v5() -> SKView {
let v = skview(color: .green, index: 4)
let parent = SKNode()
parent.addChild(cube())
parent.addChild(rect(.yellow))
v.scene?.addChild(parent)
v.scene?.addChild(shape())
return v
}
let container = UIView(frame: CGRect(origin: .zero, size: CGSize(width: viewSize.width, height: viewSize.height * 5)))
container.addSubview(v1())
container.addSubview(v2())
container.addSubview(v3())
container.addSubview(v4())
container.addSubview(v5())
PlaygroundPage.current.liveView = container
也适用。
这是我的游乐场:
...
let shape = SKShapeNode(rectOf: CGSize(width: 0.01, height: 0.01))
shape.strokeColor = .clear
shape.fillColor = UIColor.black.withAlphaComponent(0.01)
// 3D Node
let objectNode = SK3DNode(viewportSize: size)
objectNode.addChild(shape)
...
TL; DR
在您的代码中,尝试:
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