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ios - 如何在 scenekit 中创建 3D 网格

转载 作者:搜寻专家 更新时间:2023-10-31 22:44:03 25 4
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如何用 3d 对象(框)制作网格。我已经知道如何设置 scnscene 以及如何创建对象。但我不知道如何进行布局。网格应该看起来像这样,在 3D 空间中有 3d 对象。

这是我尝试过的:

           convenience init(create: Bool) {
self.init()

let geometry = SCNBox(width: 0.8 , height: 0.8,
length: 0.1, chamferRadius: 0.005)
geometry.firstMaterial?.diffuse.contents = UIColor.red
geometry.firstMaterial?.specular.contents = UIColor.white
geometry.firstMaterial?.emission.contents = UIColor.blue
let offset: Int = 10

for xIndex:Int in 0...2 {
for yIndex:Int in 0...2 {
// create a geometry copy
let geoCopy = geometry.copy() as! SCNGeometry

var images:[UIImage]=[]
for i in 1...5 {
if let img = UIImage(named: "\(i)"){
images.append(img)
let material = SCNMaterial()
material.diffuse.contents = img
geoCopy.firstMaterial = material

}
}

let boxnode = SCNNode(geometry: geoCopy)
let boxCopy = boxnode.copy() as! SCNNode
boxCopy.position.x = Float(xIndex - offset)
boxCopy.position.y = Float(yIndex - offset)
self.rootNode.addChildNode(boxCopy)
}
}
}

但我只看到一个盒子。

谢谢!

我的图片:

enter image description here

最佳答案

您需要创建一个几何体、一个框节点,然后是 copy那个盒子节点。当您有带有子节点的节点时使用克隆,当您想要在节点处合并整个子树的几何图形/ Material 时使用 flattenedClone。在您的情况下,副本就足够了。只需更改复制节点的位置即可。

游戏场景

import Foundation
import SceneKit

class GameScene: SCNScene {

override init() {
super.init()

let geometry = SCNBox(width: 0.6 , height: 0.6,
length: 0.1, chamferRadius: 0.005)
geometry.firstMaterial?.diffuse.contents = UIColor.red
geometry.firstMaterial?.specular.contents = UIColor.white
geometry.firstMaterial?.emission.contents = UIColor.blue
let boxnode = SCNNode(geometry: geometry)
let offset: Int = 16

for xIndex:Int in 0...32 {
for yIndex:Int in 0...32 {
let boxCopy = boxnode.copy() as! SCNNode
boxCopy.position.x = Float(xIndex - offset)
boxCopy.position.y = Float(yIndex - offset)
self.rootNode.addChildNode(boxCopy)
}
}
}

required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}

在您的 View Controller 中,viewDidLoad:

override func viewDidLoad() {
super.viewDidLoad()

// create a new scene
let scene = GameScene()

// retrieve the SCNView
let scnView = self.view as! SCNView

// set the scene to the view
scnView.scene = scene
scnView.pointOfView?.position = SCNVector3Make(0, 0, 100)

// allows the user to manipulate the camera
scnView.allowsCameraControl = true

// show statistics such as fps and timing information
scnView.showsStatistics = true

// configure the view
scnView.backgroundColor = UIColor.white

}

请注意,我刚刚将相机视角推回到 +Z 轴上,以便更好地查看您的网格。

网格截图

enter image description here


编辑:每个几何体的新 Material

如果要为每个几何体分配新 Material ,则需要创建几何体的副本并将新 Material 分配给该几何体副本。请参阅下面的代码,它从一组名为 1.png 到 8.png 的七个图像中随机分配一个 UIImage 给每个漫反射属性。

import Foundation
import SceneKit

class GameScene: SCNScene {

override init() {
super.init()

let geometry = SCNBox(width: 6 , height: 6,
length: 6, chamferRadius: 0.5)

for xIndex:Int in stride(from: 0, to: 32, by:8) {
for yIndex:Int in stride(from: 0, to: 32, by: 8) {
// create a geometry copy
let geoCopy = geometry.copy() as! SCNGeometry

// create a random material
let r = arc4random_uniform(7) + 1
let img = UIImage(named: "\(r).png")
let mat = SCNMaterial()
mat.diffuse.contents = img
geoCopy.firstMaterial = mat

// create a copy node with new material and geo copy
let boxnode = SCNNode(geometry: geoCopy)
let boxCopy = boxnode.copy() as! SCNNode
boxCopy.position.x = Float(xIndex - offset)
boxCopy.position.y = Float(yIndex - offset)
self.rootNode.addChildNode(boxCopy)
}
}
}

required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}

截图

enter image description here

关于ios - 如何在 scenekit 中创建 3D 网格,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/41265653/

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