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swift - 自定义 SCNGeometry 节点上的基于物理的照明

转载 作者:行者123 更新时间:2023-12-04 16:23:49 24 4
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你如何定义 custom geometry from vertex data 上的 Material ,以便它呈现与“典型”SCNNodes 相同的效果?

细节
在这个场景中有

  • 定向灯
  • 使用 physicallybased 的红色球体灯光模型
  • 使用基于物理的照明模型的蓝色球体
  • 使用顶点数据的自定义 SCNGeometry,使用基于物理的照明模型

  • 红色和蓝色球体按照我的预期呈现。自定义几何体中的两个点/球体是黑色的。
    为什么?

    这是操场代码:
    设置场景

    import UIKit
    import SceneKit
    import PlaygroundSupport


    // create a scene view with an empty scene
    var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 600))
    var scene = SCNScene()
    sceneView.scene = scene
    sceneView.backgroundColor = UIColor(white: 0.75, alpha: 1.0)
    sceneView.allowsCameraControl = true
    PlaygroundPage.current.liveView = sceneView

    let directionalLightNode: SCNNode = {
    let n = SCNNode()
    n.light = SCNLight()
    n.light!.type = SCNLight.LightType.directional
    n.light!.color = UIColor(white: 0.75, alpha: 1.0)
    return n
    }()

    directionalLightNode.simdPosition = simd_float3(0,5,0) // Above the scene
    directionalLightNode.simdOrientation = simd_quatf(angle: -90 * Float.pi / 180.0, axis: simd_float3(1,0,0)) // pointing down

    scene.rootNode.addChildNode(directionalLightNode)

    // a camera
    var cameraNode = SCNNode()
    cameraNode.camera = SCNCamera()
    cameraNode.simdPosition = simd_float3(0,0,5)
    scene.rootNode.addChildNode(cameraNode)
    添加蓝色和红色球体
    // ----------------------------------------------------
    // Example creating SCNSphere Nodes directly

    // Sphere 1
    let sphere1 = SCNSphere(radius: 0.3)
    let sphere1Material = SCNMaterial()
    sphere1Material.diffuse.contents = UIColor.red
    sphere1Material.lightingModel = .physicallyBased
    sphere1.materials = [sphere1Material]

    let sphere1Node = SCNNode(geometry: sphere1)
    sphere1Node.simdPosition = simd_float3(-2,0,0)

    // Sphere2
    let sphere2 = SCNSphere(radius: 0.3)
    let sphere2Material = SCNMaterial()
    sphere2Material.diffuse.contents = UIColor.blue
    sphere2Material.lightingModel = .physicallyBased
    sphere2.materials = [sphere2Material]

    let sphere2Node = SCNNode(geometry: sphere2)
    sphere2Node.simdPosition = simd_float3(-1,0,0)

    scene.rootNode.addChildNode(sphere1Node)
    scene.rootNode.addChildNode(sphere2Node)

    enter image description here
    添加自定义 SCNGeometry
    // ----------------------------------------------------
    // Example creating SCNGeometry using vertex data
    struct Vertex {
    let x: Float
    let y: Float
    let z: Float
    let r: Float
    let g: Float
    let b: Float
    }

    let vertices: [Vertex] = [
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0)
    ]

    let vertexData = Data(
    bytes: vertices,
    count: MemoryLayout<Vertex>.size * vertices.count
    )

    let positionSource = SCNGeometrySource(
    data: vertexData,
    semantic: SCNGeometrySource.Semantic.vertex,
    vectorCount: vertices.count,
    usesFloatComponents: true,
    componentsPerVector: 3,
    bytesPerComponent: MemoryLayout<Float>.size,
    dataOffset: 0,
    dataStride: MemoryLayout<Vertex>.size
    )
    let colorSource = SCNGeometrySource(
    data: vertexData,
    semantic: SCNGeometrySource.Semantic.color,
    vectorCount: vertices.count,
    usesFloatComponents: true,
    componentsPerVector: 3,
    bytesPerComponent: MemoryLayout<Float>.size,
    dataOffset: MemoryLayout<Float>.size * 3,
    dataStride: MemoryLayout<Vertex>.size
    )

    let elements = SCNGeometryElement(
    data: nil,
    primitiveType: .point,
    primitiveCount: vertices.count,
    bytesPerIndex: MemoryLayout<Int>.size
    )

    elements.pointSize = 100
    elements.minimumPointScreenSpaceRadius = 100
    elements.maximumPointScreenSpaceRadius = 100

    let spheres = SCNGeometry(sources: [positionSource, colorSource], elements: [elements])
    let sphereNode = SCNNode(geometry: spheres)

    let sphereMaterial = SCNMaterial()
    sphereMaterial.lightingModel = .physicallyBased

    spheres.materials = [sphereMaterial]

    sphereNode.simdPosition = simd_float3(0,0,0)
    scene.rootNode.addChildNode(sphereNode)

    enter image description here

    一些探索
    添加 normals现在显示颜色,但在所有方向(即没有阴影)。
    我添加了一个黑色 SCNSphere()第三点指向我的 VertexData ,两者都使用相同的RGB值,但 VertexData中的黑色物体看起来太“轻”
    let vertices: [Vertex] = [
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0),
    Vertex(x: 0.0, y: 1.0, z: 0.0, r: 0.07, g: 0.11, b: 0.12)
    ]

    let vertexData = Data(
    bytes: vertices,
    count: MemoryLayout<Vertex>.size * vertices.count
    )

    let normals = Array(repeating: SCNVector3(1,1,1), count: vertices.count)
    let normalSource = SCNGeometrySource(normals: normals)

    ///
    ///

    let spheres = SCNGeometry(
    sources: [
    positionSource,
    normalSource,
    colorSource
    ],
    elements: [elements]
    )
    enter image description here

    最佳答案

    根据documentation ,制作自定义几何图形需要 3 个步骤。

  • 创建一个 SCNGeometrySource包含 3D 形状的顶点。
  • 创建一个 SCNGeometryElement包含一个索引数组,显示顶点如何连接。
  • 结合SCNGeometrySource来源和 SCNGeometryElementSCNGeometry .

  • 让我们从 开始第 1 步。您希望自定义几何图形为 3D 形状,对吗?但是,您只有 2 个顶点。
    let vertices: [Vertex] = [         /// what's `r`, `g`, `b` for btw? 
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0)
    ]
    这将形成一条线...
    Line from (0, 0, 0) to (1, 0, 0). Format: (X, Y, Z)
    制作 3D 形状的常用方法是使用三角形。让我们再添加 2 个顶点来制作金字塔。
    let vertices: [Vertex] = [
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0), /// vertex 0
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0), /// vertex 1
    Vertex(x: 1.0, y: 0.0, z: -0.5, r: 0.0, g: 0.0, b: 1.0), /// vertex 2
    Vertex(x: 0.0, y: 1.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0), /// vertex 3
    ]
    Pyramid from (0, 0, 0) to (1, 0, 0) to (1, 0, -0.5) to (0, 1, 0)
    现在,我们需要将顶点转换为 SceneKit 可以处理的东西。在您当前的代码中,您转换 vertices进入 Data ,然后使用 init(data:semantic:vectorCount:usesFloatComponents:componentsPerVector:bytesPerComponent:dataOffset:dataStride:) 初始化程序。
    let vertexData = Data(
    bytes: vertices,
    count: MemoryLayout<Vertex>.size * vertices.count
    )
    let positionSource = SCNGeometrySource(
    data: vertexData,
    semantic: SCNGeometrySource.Semantic.vertex,
    vectorCount: vertices.count,
    usesFloatComponents: true,
    componentsPerVector: 3,
    bytesPerComponent: MemoryLayout<Float>.size,
    dataOffset: 0,
    dataStride: MemoryLayout<Vertex>.size
    )
    这是非常先进和复杂的。使用 init(vertices:) 更容易.
    let verticesConverted = vertices.map { SCNVector3($0.x, $0.y, $0.z) } /// convert to `[SCNVector3]`
    let positionSource = SCNGeometrySource(vertices: verticesConverted)
    现在您已经获得了 SCNGeometrySource , 是时候了 第 2 步 — 通过 SCNGeometryElement 连接顶点.在您当前的代码中,您使用 init(data:primitiveType:primitiveCount:bytesPerIndex:) ,然后传入 nil ...
    let elements = SCNGeometryElement(
    data: nil,
    primitiveType: .point,
    primitiveCount: vertices.count,
    bytesPerIndex: MemoryLayout<Int>.size
    )
    如果数据本身是 nil ,SceneKit 如何知道如何连接顶点?但无论如何,还有一个更简单的初始化程序: init(indices:primitiveType:) .这需要一个数组 FixedWidthInteger ,每个代表一个顶点回到你的 positionSource .
    那么每个顶点如何用 FixedWidthInteger 表示?好吧,还记得你是怎么通过的 verticesConverted , SCNVector3 的数组, 至 positionSource ? SceneKit 看到每个 FixedWidthInteger作为索引并使用它访问 verticesConverted .
    由于索引总是整数和正数, UInt16 应该没问题(它符合 FixedWidthInteger )。
    /// pairs of 3 indices, each representing a vertex
    let indices: [UInt16] = [
    ​0, 1, 3, /// front triangle
    ​1, 2, 3, /// right triangle
    ​2, 0, 3, /// back triangle
    ​3, 0, 2, /// left triangle
    ​0, 2, 1 /// bottom triangle
    ]
    let element = SCNGeometryElement(indices: indices, primitiveType: .triangles)
    这里的顺序非常具体。默认情况下,SceneKit 只渲染三角形的正面,为了区分正面和背面,它依赖于您的排序。基本规则是: 逆时针意思是前面。
    Front triangle highlighted. Vertices are 0, 1, and 3, counterclockwise
    所以要引用第一个三角形,你可以说:
  • 0, 1, 3
  • 1, 3, 0
  • 3, 0, 1

  • 一切都很好。最后, 第 3 步 super 简单。只需结合 SCNGeometrySourceSCNGeometryElement .
    let geometry = SCNGeometry(sources: [positionSource], elements: [element])
    就是这样!现在您的 SCNGeometrySourceSCNGeometryElement设置正确, lightingModel将正常工作。
    /// add some color
    let material = SCNMaterial()
    material.diffuse.contents = UIColor.orange
    material.lightingModel = .physicallyBased
    geometry.materials = [material]

    /// add the node
    let node = SCNNode(geometry: geometry)
    scene.rootNode.addChildNode(node)
    Orange pyramid

    备注:
  • 我注意到你试图使用 2 SCNGeometrySource s。第二个是用 SCNGeometrySource.Semantic.color 添加颜色, 对?我使用的更简单的初始化程序, init(vertices:) , 默认为 .vertex .如果你想要每个顶点的颜色或其他东西,你可能需要回到 init(data:semantic:vectorCount:usesFloatComponents:componentsPerVector:bytesPerComponent:dataOffset:dataStride:) .
  • 试试 sceneView.autoenablesDefaultLighting = true为了更好的照明
  • Full demo playground here

  • 编辑:单顶点球体?
    您不应该使用单个点来制作球体。如果你要做...
    elements.pointSize = 100
    elements.minimumPointScreenSpaceRadius = 100
    elements.maximumPointScreenSpaceRadius = 100
    ... 那么 2D 圆将是你能得到的最好的。
    Blue and red circle
    这是因为,根据 pointSize documentation :

    SceneKit can render each point as a small 2D surface that always faces the camera. By applying a texture or custom shader to that surface, you can efficiently render many small objects at once.


    由于渲染的实际上只是一个旋转面向您的圆圈, .physicallyBased照明不起作用( .constant 会,但就是这样)。最好用许多小三角形制作球体,例如上面答案中的金字塔。这也是 Apple 对其内置几何体所做的,包括 SCNSphere .
    let sphere = SCNSphere(radius: 1)
    let sphereMaterial = SCNMaterial()
    sphereMaterial.diffuse.contents = UIColor.purple
    sphereMaterial.fillMode = .lines /// add this to see the triangles
    sphereMaterial.lightingModel = .physicallyBased
    sphere.materials = [sphereMaterial]

    let sphereNode = SCNNode(geometry: sphere)
    scene.rootNode.addChildNode(sphereNode)
    Transparent sphere composed of many purple-bordered triangles

    关于swift - 自定义 SCNGeometry 节点上的基于物理的照明,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/69240185/

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