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objective-c - 为什么 SCNPhysicsBody 在设置 eulerAngles 时会重置位置?

转载 作者:太空狗 更新时间:2023-10-30 04:00:53 25 4
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我正在尝试使用 SceneKit 为 tvOS 开发游戏,但我遇到了问题。当我在向 physicsBody 施加脉冲之前设置节点的 eulerAngle 时,节点将重置为其原始位置。

我期待看到节点在地板平面上四处移动,但在每次点击时,节点都会在施加脉冲之前移动到原点。

我刚开始使用这个框架,所以我想知道错误在哪里。我正在使用带有 tvOS 9.0 和 XCode 7.1.1 的新 AppleTV

要重现它,您可以创建一个新的 xcode 项目(适用于 tvOS 的游戏)并用以下代码替换 GameViewController.m:

#import "GameViewController.h"

SCNNode *ship;
SCNNode *node;
SCNNode *ground;

@implementation GameViewController

- (void)viewDidLoad
{
[super viewDidLoad];

// create a new scene
SCNScene *scene = [[SCNScene alloc] init];
scene.physicsWorld.gravity = SCNVector3Make(0, -800, 0);

// create and add a camera to the scene
SCNNode *cameraNode = [SCNNode node];
cameraNode.camera = [SCNCamera camera];
cameraNode.camera.zFar = 10000;
[scene.rootNode addChildNode:cameraNode];

// place the camera
cameraNode.position = SCNVector3Make(0, 64, 64);

// create and add a light to the scene
SCNNode *lightNode = [SCNNode node];
lightNode.light = [SCNLight light];
lightNode.light.type = SCNLightTypeOmni;
lightNode.position = SCNVector3Make(0, 10, 10);
[scene.rootNode addChildNode:lightNode];

// create and add an ambient light to the scene
SCNNode *ambientLightNode = [SCNNode node];
ambientLightNode.light = [SCNLight light];
ambientLightNode.light.type = SCNLightTypeAmbient;
ambientLightNode.light.color = [UIColor darkGrayColor];
[scene.rootNode addChildNode:ambientLightNode];

SCNGeometry *geometry;
SCNMaterial *material;
SCNNode *tempNode;
SCNPhysicsShape* shape;
SCNPhysicsBody* body;

//--
SCNScene *loaded = [SCNScene sceneNamed:@"art.scnassets/ship.scn"];
tempNode = [loaded.rootNode childNodeWithName:@"ship" recursively:YES];

geometry = [SCNCylinder cylinderWithRadius:16 height:8];
shape = [SCNPhysicsShape shapeWithGeometry:geometry options:nil];

tempNode.physicsBody = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeDynamic shape:shape];
tempNode.physicsBody.restitution = 1;
tempNode.physicsBody.friction = 0.25;
tempNode.physicsBody.categoryBitMask = 2;
tempNode.physicsBody.collisionBitMask = 1;
tempNode.position = SCNVector3Make(32, 32, 0);
[scene.rootNode addChildNode:tempNode];
ship = tempNode;

//--
geometry = [SCNCylinder cylinderWithRadius:16 height:8];

material = [[SCNMaterial alloc] init];
material.diffuse.contents = UIColor.yellowColor;
geometry.materials = @[material];

shape = [SCNPhysicsShape shapeWithGeometry:geometry options:nil];
body = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeDynamic shape:shape];

tempNode = [SCNNode nodeWithGeometry: geometry];
tempNode.physicsBody = body;
tempNode.physicsBody.restitution = 1;
tempNode.physicsBody.friction = 0.25;
tempNode.physicsBody.categoryBitMask = 2;
tempNode.physicsBody.collisionBitMask = 1;
tempNode.position = SCNVector3Make(0, 32, 0);
[scene.rootNode addChildNode:tempNode];
node = tempNode;

//--
geometry = [[SCNFloor alloc] init];

material = [[SCNMaterial alloc] init];
material.diffuse.contents = UIColor.blueColor;
geometry.materials = @[material];

shape = [SCNPhysicsShape shapeWithGeometry:geometry options:nil];
body = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeKinematic shape:shape];

tempNode = [SCNNode nodeWithGeometry: geometry];
tempNode.physicsBody = body;
tempNode.physicsBody.categoryBitMask = 1;
[scene.rootNode addChildNode:tempNode];
ground = tempNode;

//--
SCNLookAtConstraint * constraint = [SCNLookAtConstraint lookAtConstraintWithTarget: ground];
constraint.gimbalLockEnabled = YES;
cameraNode.constraints = @[constraint];

// configure the SCNView
SCNView *scnView = (SCNView *)self.view;
scnView.scene = scene;
scnView.allowsCameraControl = NO;
//scnView.antialiasingMode = SCNAntialiasingModeMultisampling2X;
scnView.debugOptions = SCNDebugOptionShowPhysicsShapes;
scnView.showsStatistics = YES;
scnView.backgroundColor = [UIColor blackColor];

// add a tap gesture recognizer
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleTap:)];
NSMutableArray *gestureRecognizers = [NSMutableArray array];
[gestureRecognizers addObject:tapGesture];
[gestureRecognizers addObjectsFromArray:scnView.gestureRecognizers];
scnView.gestureRecognizers = gestureRecognizers;
}

- (void) handleTap:(UIGestureRecognizer*)gestureRecognize
{
float x = (rand() / (float)RAND_MAX) - 0.5f;
float y = (rand() / (float)RAND_MAX) - 0.5f;
float speed = (rand() / (float)RAND_MAX) * 300;

CGPoint velocity = CGPointMake(x, y);
float angle = [self AngleBetween:velocity And:CGPointMake(1, 0)] + M_PI_2;

[node.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];
[ship.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];

// if comment these lines the problem doesn't appears
node.eulerAngles = SCNVector3Make(0, angle, 0);
ship.eulerAngles = SCNVector3Make(0, angle, 0);
}

- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}

- (float) AngleBetween:(CGPoint)_origin And:(CGPoint)_destination
{
float dotProduct = (_origin.x * _destination.x) + (_origin.y * _destination.y);
float perpDotProduct = (_origin.x * _destination.y) - (_origin.y * _destination.x);

return -atan2f(-perpDotProduct, dotProduct);
}

@end

如果您注释设置欧拉角的行(在 handleTap 方法中),则问题不会出现。

最佳答案

来自 Apple 的 SCNPhysicsBody文档:

If you change the transform value—or any of the other properties that are components of the transform, such as position and rotation—of a node affected by physics, SceneKit resets the physics simulation for that node.

物理模拟值位于 presentationNode 属性中。因此,在您的情况下,要走的路是在应用转换之前复制表示节点的位置,然后将其写回:

SCNVector3 nodePosition = [[node presentationNode] position];
SCNVector3 shipPosition = [[ship presentationNode] position];

[node.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];
[ship.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];

// if comment these lines the problem doesn't appears
node.eulerAngles = SCNVector3Make(0, angle, 0);
ship.eulerAngles = SCNVector3Make(0, angle, 0);

[node setPosition: nodePosition];
[ship setPosition: shipPosition];

关于objective-c - 为什么 SCNPhysicsBody 在设置 eulerAngles 时会重置位置?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34092588/

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