【发布时间】:2017-02-02 21:45:18
【问题描述】:
我试图在一个平面上有 5 个球的世界中模拟重力。我遇到的第一个问题是球穿过地板是因为它们有一个动态的身体。但是如果我使用运动体,它们就不会受到力的影响。所以我不得不使用动态物体,禁用重力并改用重力场。场景是从 COLLADA 文件加载的。这就是我设置事物的方式:
self.scene = SCNScene(named: "art.scnassets/Balls.dae")!
for i in 1...5 {
let sphere = scene.rootNode.childNode(withName: "Sphere\(i)", recursively: true)!
let shape = SCNPhysicsShape(geometry: sphere.geometry!, options: nil)
let body = SCNPhysicsBody(type: .dynamic, shape: shape)
body.mass = 0.2
body.isAffectedByGravity = false
body.categoryBitMask = BallCategory
body.collisionBitMask = PlaneCategory | BallCategory | GravityFieldCategory
sphere.physicsBody = body
balls.append(sphere)
}
self.plane = self.scene.rootNode.childNode(withName: "Plane", recursively: true)
let shape = SCNPhysicsShape(geometry: self.plane.geometry!, options: nil)
let body = SCNPhysicsBody(type: .static, shape: shape)
body.categoryBitMask = PlaneCategory
body.collisionBitMask = BallCategory
self.plane.physicsBody = body
// Create a gravity field
let gravityField = SCNPhysicsField.linearGravity()
gravityField.categoryBitMask = GravityFieldCategory
gravityField.direction = SCNVector3Make(0.0, -1.0, 0.0)
gravityField.isActive = true
gravityField.strength = 3.0
let gravityNode = SCNNode()
gravityNode.physicsField = gravityField
self.scene.rootNode.addChildNode(gravityNode)
然后当用户触摸屏幕时,一个随机球向上移动,它应该会掉下来:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let index = Int(arc4random_uniform(5))
let ball = self.ball(atIndex: index)
let moveUp = SCNAction.move(by: SCNVector3Make(0.0, 2.0, 0.0), duration: 1.5)
ball.runAction(moveUp)
}
但它并没有掉下来,而是停在那里,漂浮在真空中。重力场不起作用。这就是发生的事情:https://youtu.be/egMe4lgPZY0
【问题讨论】:
标签: ios swift game-physics scenekit