【发布时间】:2020-08-17 16:06:29
【问题描述】:
我遇到了碰撞检测问题。
当前设置
1) 我用SCNPhysicsContactDelegate 扩展了ViewController 类:
class ViewController: UIViewController, SCNPhysicsContactDelegate
2) 我设置了一个 OptionSet 来管理碰撞类别:
// Collisions
struct CollisionCategory: OptionSet {
let rawValue: Int
static let CoinsCategory = CollisionCategory(rawValue: 0) // Coin SCNNode
static let CarCategory = CollisionCategory(rawValue : 1) // Car SCNNode
static let FinishLineCategory = CollisionCategory(rawValue: 2) // FinishLine SCNNode
}
3) 我设置了categoryBitMask、contactTestBitMask 和collisionBitMask,所有这些:
// Setup car
carNode.physicsBody?.categoryBitMask = CollisionCategory.CarCategory.rawValue
carNode.physicsBody?.contactTestBitMask = CollisionCategory.CoinsCategory.rawValue | CollisionCategory.FinishLineCategory.rawValue
carNode.physicsBody?.collisionBitMask = CollisionCategory.CoinsCategory.rawValue | CollisionCategory.FinishLineCategory.rawValue
// Setup finishLine
planeNode.physicsBody?.categoryBitMask = CollisionCategory.FinishLineCategory.rawValue
planeNode.physicsBody?.contactTestBitMask = CollisionCategory.CarCategory.rawValue
planeNode.physicsBody?.collisionBitMask = CollisionCategory.CarCategory.rawValue
// Setup coin
coin.physicsBody?.categoryBitMask = CollisionCategory.CoinsCategory.rawValue
coin.physicsBody?.contactTestBitMask = CollisionCategory.CarCategory.rawValue
coin.physicsBody?.collisionBitMask = CollisionCategory.CarCategory.rawValue
4) 我设置physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) 来管理碰撞发生时:
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
if(contact.penetrationDistance >= 0.08 && contact.nodeB.name!.contains("Coin")) {
// Remove coin from parent
contact.nodeB.removeFromParentNode()
// Increment counter
self.coinsCounter += 1
DispatchQueue.main.async {
// Increase coin counter
let view = self.arSceneView.viewWithTag(10) as! UILabel
view.text = String(self.coinsCounter)
}
}
// PROBLEMS HERE
if(contact.penetrationDistance >= 0.076 && contact.nodeB.name!.contains("FinishLine") && !self.startFinishLineCollision && !self.outOfTrack) {
self.startFinishLineCollision = true
// Increment lap
if(seconds > 10) {
self.laps += 1
DispatchQueue.main.async {
(self.arSceneView.viewWithTag(14) as! UILabel).text = String(self.laps)
}
if(self.laps == 4){
endGame()
}
}
}
}
问题
我需要检查汽车何时触及终点线以标记一圈并将圈数计数器增加 1。问题是我在 nodeA 和 nodeB 之间不断收到来自此函数的联系消息,即使有是汽车和终点线之间没有碰撞。
例如,下图中有一条碰撞消息,但汽车和终点线之间没有有效的碰撞。
当前设置有什么问题?
我需要什么
我需要精确检查汽车和终点线之间是否发生碰撞。
谢谢
更新
我也尝试了以下设置,但没有解决方案...
let CoinsCategory = 2
let CarCategory = 4
let FinishLineCategory = 6
carNode.physicsBody?.categoryBitMask = CarCategory
carNode.physicsBody?.collisionBitMask = CoinsCategory | FinishLineCategory
planeNode.physicsBody?.categoryBitMask = FinishLineCategory
planeNode.physicsBody?.collisionBitMask = CarCategory
coin.physicsBody?.categoryBitMask = CoinsCategory
coin.physicsBody?.collisionBitMask = CarCategory
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
switch contact.nodeB.physicsBody!.collisionBitMask {
case FinishLineCategory:
print("Finish Line Collision")
case CoinsCategory:
print("Coin Collision")
default:
print("Other collision")
}
}
没有调用打印...就像对象之间没有碰撞一样。
注意: 终点线、汽车和硬币都是同一父级(它们下方的平面)上的子级。有关系吗?
【问题讨论】:
-
你的
FinishLineCategory不应该是8而不是6吗?
标签: ios swift collision-detection scenekit arkit