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

Why SCNPhysicsBody resets position when set eulerAngles?

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位置。

刚开始使用这个框架,不知道哪里出错了。 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(tvOS 游戏)并将 GameViewController.m 替换为以下代码:

#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。

我找到了问题的答案。

基于这个答案:

我意识到我必须在应用变换之前从场景树中删除节点,然后重新插入它们。

为了跟随我的例子,这里是代码:

SCNNode *root = node.parentNode;
[node removeFromParentNode];
[ship removeFromParentNode];

[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];

node.eulerAngles = SCNVector3Make(0, angle, 0);
ship.eulerAngles = SCNVector3Make(0, angle, 0);

[root addChildNode:node];
[root addChildNode:ship];

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.

物理模拟值在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];

Bon,6 年过去了... iOS 15, Swift 5.x 在同一个节点上做动画和物理看起来仍然很痛苦。

这是上一个答案的 swift 版本。请注意,我并没有尝试在渲染的每一帧中制作动画,因为从性能的角度来看,它 [2020 M1 MBP] 如果我这样做的话,它会杀死我的机器。 [当然是寻找 child 的循环问题。

“节点”是“parentNode”的child。物理学正在改变“parentNode”。与此同时,我正在旋转 child“节点”。

@MainActor class SceneDelegate: NSObject, SCNSceneRendererDelegate {
var share = Common.shared
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
    
    if time > spawnTime2 && !share.landed {
        renderer.scene?.rootNode.childNodes.filter({ [=10=].name == "coreNode" }).forEach({ parentNode in
            share.updateVelocity(figure: (parentNode.physicsBody?.velocity.y)!)
        })
    }
    
    if time > spawnTime && !share.landed {
        print("spawn")
        renderer.scene?.rootNode.childNodes.filter({ [=10=].name == "coreNode" }).forEach({ parentNode in
            let savePos = parentNode.presentation.position

            parentNode.childNodes.filter({ [=10=].name == "shipNode" }).forEach({ node in
                let quaternion = simd_quatf(angle: GLKMathDegreesToRadians(1), axis: simd_float3(0,1,0))
                node.simdOrientation = quaternion * node.simdOrientation
                

// node.eulerAngles = SCNVector3(x: 0, y:GLKMathDegreesToRadians(旋转器), z:0) 旋转器 += 1 })

            parentNode.position = savePos
           
        })
    }
}

func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
    spawnTime = time + TimeInterval(0.015)
    spawnTime2 = time + TimeInterval(0.018)
}
}

四元数和欧拉旋转都有效,这就是为什么我保留代码的原因。

spawnTime 速度是一个对我有用的捏造数字。太快了会跳,太慢了根本没用