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swift – 获取节点scenekit中顶点的位置

发布时间:2020-12-14 04:39:33 所属栏目:百科 来源:网络整理
导读:我有一个以编程方式创建的平面,我想获得该平面所具有的一个顶点的坐标.像这样的东西:print(Plane.vertices [1] .position)它可能会打印类似:(x:1,y:1)和print(Plane.vertices [2] .position)打印(x – 1,y:1) 这就是我创造飞机的方式: let positions =
我有一个以编程方式创建的平面,我想获得该平面所具有的一个顶点的坐标.像这样的东西:print(Plane.vertices [1] .position)它可能会打印类似:(x:1,y:1)和print(Plane.vertices [2] .position)打印(x – 1,y:1)

enter image description here


这就是我创造飞机的方式:

let positions = [SCNVector3Make(  0,-0.1,0),SCNVector3Make(  0.3,SCNVector3Make(  0,0.1,]
        let indices :[UInt16] = [

            0,1,2,3,]

        let vertexSource = SCNGeometrySource(vertices: positions,count: 4)
        let indexData = NSData(bytes: indices,length: MemoryLayout<CInt>.size * indices.count)


        let newElement = SCNGeometryElement(data: NSData(bytes: indices,length: indices.count * MemoryLayout<Int16>.size) as Data,primitiveType: .triangles,primitiveCount: 2,bytesPerIndex: MemoryLayout<Int16>.size)

        let geometry = SCNGeometry(sources: [vertexSource],elements: [newElement])
        custom = SCNNode(geometry: geometry)
        scene.rootNode.addChildNode(custom!)
        custom?.position = SCNVector3Make(0,0)

我认为这可以通过变换完成,但是自定义变换有很多奇怪的东西,比如m11,m12,m13,我不明白.

解决方法

这是一个比初看起来更复杂的问题.

SceneKit将存储用于以原始比例/基础生成节点的几何体的坐标.创建对象后,这些不会更改.对于像SCNPlane或SCNBox这样的原语,这些几何在场景中共享.因此,如果您有一堆不同的平面或框,所有处于不同的位置,旋转和缩放,当您查询SCNGeometrySource时,您将获得相同的顶点.这里有一个很好的讨论检索:Extracting vertices from scenekit.但是这种方法不会给你本地坐标空间的角落.

我们有两个适用于SCNNode和SCNGeometry的函数:boundingBox和boundingSphere(它们在协议SCNBoundingVolume中定义). boundingBox为您提供两个点,最小值和最大值.从立方体的两个相对角,您可以找出平面的角顶点.但是还有另一个复杂因素.这两个函数都在本地坐标(节点本身使用的坐标系)中返回它们的答案.所以我们仍然卡住了:我的每架飞机或箱子都有相同的边界框.

我想出的答案是使用SCNNode的convertPosition(_,to:node),传递场景的根节点.这最终给了我根节点坐标空间中的边界框.

for node in [custom1,custom2,plainPlane1,plainPlane2] {
    print(node.name!)
    print(node.boundingBox.max)
    print(node.boundingBox.min)
    print(node.convertPosition(node.boundingBox.min,to: scene.rootNode))
    print(node.convertPosition(node.boundingBox.max,to: scene.rootNode))
}

生产

custom 1
SCNVector3(x: 0.300000011920929,y: 0.100000001490116,z: 0.0)
SCNVector3(x: 0.0,y: -0.100000001490116,z: -1.0)
SCNVector3(x: 0.300000011920929,z: -1.0)
custom 2
SCNVector3(x: 0.300000011920929,z: 0.0)
SCNVector3(x: 0.200000002980232,y: 0.429289322037836,z: -1.07071067796216)
SCNVector3(x: 0.500000014901161,y: 0.570710677962164,z: -0.929289322037836)
plain plane 1
SCNVector3(x: 0.5,y: 1.0,z: 0.0)
SCNVector3(x: -0.5,y: -1.0,z: -2.0)
SCNVector3(x: 0.5,z: -2.0)
plain plane 2
SCNVector3(x: 0.5,z: 0.0)
SCNVector3(x: -9.18485139438876e-18,y: -0.300000011920929,z: -1.84999999403954)
SCNVector3(x: 9.18485139438876e-18,y: 0.300000011920929,z: -2.15000000596046)

对于这个场景:

enter image description here

这是下面的完整macOS游乐场:

//: Playground - noun: a place where people can play

import Cocoa
import SceneKit
import PlaygroundSupport

let positions = [SCNVector3Make(  0,]
let indices :[UInt16] = [
    0,]

let vertexSource = SCNGeometrySource(vertices: positions,count: 4)
let indexData = NSData(bytes: indices,length: MemoryLayout.size * indices.count)

let newElement = SCNGeometryElement(data: NSData(bytes: indices,length: indices.count * MemoryLayout.size) as Data,bytesPerIndex: MemoryLayout.size)

let sceneView = SCNView(frame: CGRect(x: 0,y: 0,width: 600,height: 400))
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.backgroundColor = NSColor.darkGray
sceneView.showsStatistics = true
PlaygroundPage.current.liveView = sceneView

let scene = SCNScene()
sceneView.scene = scene

let geometry = SCNGeometry(sources: [vertexSource],elements: [newElement])
geometry.firstMaterial?.diffuse.contents = NSColor.red
geometry.firstMaterial?.isDoubleSided = true
let custom1 = SCNNode(geometry: geometry)
custom1.position = SCNVector3Make(0,-1)
custom1.name = "custom 1"
scene.rootNode.addChildNode(custom1)

let custom2 = SCNNode(geometry: geometry)
custom2.position = SCNVector3Make(0.2,0.5,-1)
custom2.rotation = SCNVector4Make(1,CGFloat(M_PI_4))
custom2.name = "custom 2"
scene.rootNode.addChildNode(custom2)

let plainPlaneGeometry = SCNPlane(width: 1,height: 2)
plainPlaneGeometry.firstMaterial?.diffuse.contents = NSColor.yellow
plainPlaneGeometry.firstMaterial?.isDoubleSided = true
let plainPlane1 = SCNNode(geometry: plainPlaneGeometry)
plainPlane1.position = SCNVector3Make(0,-2)
plainPlane1.name = "plain plane 1"
scene.rootNode.addChildNode(plainPlane1)

let plainPlane2 = SCNNode(geometry: plainPlaneGeometry)
plainPlane2.position = SCNVector3Make(0,-2)
plainPlane2.rotation = SCNVector4Make(0,CGFloat(M_PI_2))
plainPlane2.scale = SCNVector3Make(0.3,0.3,0.3)
plainPlane2.name = "plain plane 2"
scene.rootNode.addChildNode(plainPlane2)

for node in [custom1,plainPlane2] {
    print(node.name!)
    print(node.boundingBox.max)
    print(node.boundingBox.min)
//  print(node.transform)
    print(node.convertPosition(node.boundingBox.min,to: scene.rootNode))
}

你提到了转换矩阵.有一个很好的解释它看起来是什么样的,它是如何在Need better and simpler understanding of CATransform3D工作的(引用了两篇优秀的维基百科文章),以及一个易于理解的概述于http://sketchytech.blogspot.com/2014/12/explaining-catransform3d-matrix.html.

(编辑:李大同)

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