ARKit:球没有穿过SCNTorus洞
问题描述:
我在ARKit上遇到问题,我需要帮助。 我正在做一个小演示,我在场景中放置一个简单的SCNTorus几何体,并且试图将一个小球(SCNSphere)扔进圆环孔。问题在于球在中间弹跳而不是通过。 没有为环面的代码:ARKit:球没有穿过SCNTorus洞
let ring = SCNTorus(ringRadius: 0.4, pipeRadius: 0.1)
ring.ringSegmentCount = 100
let ringMaterial = SCNMaterial()
ringMaterial.diffuse.contents = UIImage(named: "art.scnassets/Ball/BeachBallColor.jpg")
ring.materials = [ringMaterial]
let ringNode = SCNNode()
ringNode.position = SCNVector3(
x: location.worldTransform.columns.3.x,
y:location.worldTransform.columns.3.y + 0.8,
z: location.worldTransform.columns.3.z
)
ringNode.geometry = ring
let body = SCNPhysicsBody(type: SCNPhysicsBodyType.kinematic,
shape: nil)
body.categoryBitMask = CollisionTypes.wall.rawValue
body.collisionBitMask = CollisionTypes.beachball.rawValue
// body.contactTestBitMask = CollisionTypes.beachball.rawValue
body.isAffectedByGravity = false
body.mass = 0.5
ringNode.physicsBody = body
sceneView.scene.rootNode.addChildNode(ringNode)
而对于球:
let node = SCNNode(geometry: sphere!)
node.renderingOrder = 10
let body = SCNPhysicsBody(type: SCNPhysicsBodyType.dynamic,shape: nil)
body.categoryBitMask = CollisionTypes.beachball.rawValue
body.collisionBitMask = CollisionTypes.solid.rawValue|CollisionTypes.wall.rawValue|CollisionTypes.beachball.rawValue
// body.contactTestBitMask = CollisionTypes.fireball.rawValue|CollisionTypes.wall.rawValue
body.isAffectedByGravity = true
body.mass = 0.5
body.restitution = 0.75
body.damping = 0.1
body.friction = 0.8
node.physicsBody = body
答
使用创建physicsbody(体型kinametic和形状无)以简化的“凸结果的代码船体“几何形状的表示。简而言之,您看到的几何体是圆环面,但用于碰撞检测的几何体不是。
的(OBJ C)这行代码实际上是从苹果的示例代码项目之一:
_torus.physicsBody = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeStatic shape:[SCNPhysicsShape shapeWithGeometry:_torus.geometry options: @{SCNPhysicsShapeTypeKey : SCNPhysicsShapeTypeConcavePolyhedron} ] ];
换句话说,你需要根据几何自己创建一个静态类型的身体和形状使用SCNPhysicsShapeTypeConcavePolyhedron键值(仅适用于静态物体)最终以环体几何形状的更精确表示作为物理体。
有关详细信息,请参阅:https://developer.apple.com/documentation/scenekit/scnphysicsshape
答
谢谢!这行得通! 有代码:
let ring = SCNTorus(ringRadius: 0.4, pipeRadius: 0.1)
ringNode.geometry = ring
let shapeOptions = [ SCNPhysicsShape.Option.type : SCNPhysicsShape.ShapeType.concavePolyhedron]
let physicShape = SCNPhysicsShape(geometry: ring, options: shapeOptions)
let body = SCNPhysicsBody(type: SCNPhysicsBodyType.kinematic,
shape: physicShape)
body.categoryBitMask = CollisionTypes.wall.rawValue
body.collisionBitMask = CollisionTypes.beachball.rawValue
body.isAffectedByGravity = false
body.mass = 0.5
ringNode.physicsBody = body
可能的重复:https://stackoverflow.com/q/27391763/957768 – rickster