【发布时间】:2021-05-22 08:45:45
【问题描述】:
我使用下面的方法对场景中我的SCNnode施加一个恒定的力,
func applyForceToDrone(powerApply: Double, isHovering: Bool, gravity : SCNVector3) {
let nodo = arrayDrone[0] // load the first drone in the scene
guard let lhBlade = nodo.childNode(withName: "Rotor_L_2", recursively: true) else {fatalError()}
guard let rhBlade = nodo.childNode(withName: "Rotor_R_2", recursively: true) else {fatalError()}
if isHovering == true {
print("x gravity = \(gravity.x), \(gravity.y) \(gravity.z)")
let force = SCNVector3(gravity.x, abs(gravity.y), gravity.z)
nodo.physicsBody?.applyForce(force, asImpulse: false)
} else {
print("apply power \(powerApply)")
let positionBladeLH = lhBlade.position
let positionBladeRH = rhBlade.position
let force = SCNVector3(0, powerApply, 0)
nodo.physicsBody?.applyForce(force, at: positionBladeLH, asImpulse: false)
nodo.physicsBody?.applyForce(force, at: positionBladeRH, asImpulse: false)
let alt = nodo.position.y // position is wrong ... is always the starting position
print(alt)
}
}
我在渲染方法中使用了这个函数来驾驶我的无人机。
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {}
我想在每次施加力时读取节点的当前位置。
如何在渲染施加力时获取更新位置。
我试过了:
let alt = nodo.position.y
但它总是给我节点的起始位置,而不是施加力后的位置。
谢谢
【问题讨论】:
标签: swift xcode sprite-kit scenekit arkit