【发布时间】:2017-10-25 00:42:39
【问题描述】:
我有 4 面墙、1 个天花板、1 个地板和一个家具。我在房间里拖着我的家具,但它正在穿过墙壁。我尝试了我所知道的一切。仍然无法解决问题。接触检测正在工作。如果我不给它 Furniture.physicsBody!.damping = 1.0 属性,我的家具节点就不会留在地板上。请查看视频:https://youtu.be/1iwq7gvTzA4
enum ABC:Int {
case furni = 1
case wall = 4
case floor = 6
}
private func setup() {
// create the wall geometry
let wallGeometry = SCNPlane(width: 2000, height: 300)
wallGeometry.firstMaterial!.diffuse.contents = "Wallpaper1.png"
wallGeometry.firstMaterial!.isDoubleSided = false
wallGeometry.firstMaterial!.locksAmbientWithDiffuse = true
let wallWithBaseboardNode = SCNNode(geometry: wallGeometry)
wallWithBaseboardNode.position = SCNVector3Make(0, 150, 0)
wallWithBaseboardNode.physicsBody = .static()
wallWithBaseboardNode.physicsBody!.restitution = 1.0
wallWithBaseboardNode.physicsBody!.contactTestBitMask = ABC.furni.rawValue
//front
_wallNode = wallWithBaseboardNode.clone()
_scene.rootNode.addChildNode(_wallNode)
//left
_wallNode = wallWithBaseboardNode.clone()
_wallNode.position = SCNVector3Make(0, 150, 0)
_wallNode.rotation = SCNVector4Make(0, 1, 0, .pi/2)
_scene.rootNode.addChildNode(_wallNode)
//right
_wallNode = wallWithBaseboardNode.clone()
_wallNode.position = SCNVector3Make(roomDimensions[0], 150, 0)
_wallNode.rotation = SCNVector4Make(0, 1, 0, -.pi/2)
_scene.rootNode.addChildNode(_wallNode)
//back
_wallNode = wallWithBaseboardNode.clone()
_wallNode.position = SCNVector3Make(0, 150, roomDimensions[1])
_wallNode.rotation = SCNVector4Make(0, 1, 0, .pi/1)
_scene.rootNode.addChildNode(_wallNode)
//ceiling
var ceilingNode = wallWithBaseboardNode.clone()
ceilingNode = wallWithBaseboardNode.copy() as! SCNNode
ceilingNode.geometry = (ceilingNode.geometry!.copy() as! SCNGeometry)
ceilingNode.geometry!.firstMaterial = SCNMaterial()
ceilingNode.geometry!.firstMaterial!.diffuse.contents = UIColor.white
ceilingNode.position = SCNVector3Make(0, Float(wallGeometry.height), 0)
ceilingNode.scale = SCNVector3Make(10, 10, 10)
ceilingNode.rotation = SCNVector4Make(1, 0, 0, .pi/2)
_scene.rootNode.addChildNode(ceilingNode)
//floor
let floor = SCNFloor()
floor.reflectionFalloffEnd = 0
floor.reflectivity = 0
_floorNode = SCNNode()
_floorNode.geometry = floor
_floorNode.geometry!.firstMaterial!.diffuse.contents = "Wood3.jpg"
_floorNode.geometry!.firstMaterial!.locksAmbientWithDiffuse = true
_floorNode.geometry!.firstMaterial!.diffuse.wrapS = .repeat
_floorNode.geometry!.firstMaterial!.diffuse.wrapT = .repeat
_floorNode.geometry!.firstMaterial!.diffuse.mipFilter = .nearest
_floorNode.geometry!.firstMaterial!.isDoubleSided = false
_floorNode.physicsBody = .static()
_floorNode.physicsBody!.restitution = 1.0
//_floorNode.physicsBody!.contactTestBitMask = ABC.furni.rawValue
_scene.rootNode.addChildNode(_floorNode)
}
这是我的家具节点的代码
private func addFurniture() {
let furnitureScene = SCNScene(named: "a.dae", inDirectory: "assets.scnassets/models/", options: nil)!
let furniture = furnitureScene.rootNode.childNode(withName: "a", recursively: true)!
furniture.physicsBody = .dynamic()
furniture.physicsBody!.restitution = 1.0
furniture.physicsBody!.damping = 1.0
furniture.physicsBody!.contactTestBitMask = ABC.wall.rawValue
_scene.rootNode.addChildNode(furniture)
scnView.prepare(_scene, shouldAbortBlock: nil)
_furniture = furniture
scnView.debugOptions = [.showPhysicsShapes, .showPhysicsFields]
}
【问题讨论】:
-
你知道contactTestBitMask和collisionBitMask的区别吗?如果这样做,将 contactTestBitMask 分配给您的节点的目的是什么?
-
@ElTomato 不,我不太确定。你能指导我解决这个问题吗?我是 SceneKit 的新手。我应该怎么做才能阻止这种情况发生。谢谢。
-
不管怎样,为相关方设置affectedByGravity属性的物理体为false。
-
@ElTomato 你所说的“相关方”是什么意思?我已将affectedByGravity 设置为家具节点,但它并没有改变任何事情。已经好几天了。请帮我解决这个问题。谢谢。