SceneKit 从动画 SCNNode 获取当前 SCNNode 位置
SceneKit get current SCNNode position form Animated SCNNode
我想从动画中获取当前节点位置SCNNode
我知道 presentationNode
并且我试图从那里提取位置,但没有运气
这是我的代码
SCNNode * pelvis = [_unit childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];
我的位置是应用CAAnimation
之前"rest"模式下SCNNode
的位置。
如何从 'presentationNode' 中获取位置等属性?
编辑
Class本身相关部分:
@interface UndeadSimple : RepresentationNode <CAAnimationDelegate>
{
//Animations
SCNNode * _undead;
CAAnimation * _currentAnimation;
NSString * _currAnimationkey;
CAAnimation * _death1;
...
SCNNode * _audioNode;
SCNAudioSource * _deathSource;
SCNAudioPlayer * _player;
}
初始化:
NSString * sceneName = @ZOMBIE;
SCNScene *scene2 = [SCNScene sceneNamed:sceneName];
_undead = [SCNNode node];
for(SCNNode * node in scene2.rootNode.childNodes)
{
[_undead addChildNode:node];
[node removeAllAnimations];
}
[_undead setScale:(SCNVector3Make(0.024, 0.02, 0.024))];
[self addChildNode:_undead];
[_undead removeAllAnimations];
_currentAnimation = _idleAnimation;
_currAnimationkey = @"resting";
[_undead addAnimation:_currentAnimation forKey:_currAnimationkey];
动画和事件:
SCNAnimationEvent * event2 = [SCNAnimationEvent animationEventWithKeyTime:0.9 block:^(CAAnimation * _Nonnull animation, id _Nonnull animatedObject, BOOL playingBackward)
{
[self.delegate finishedDeathAnimation];
}];
_death1 = anims.death1.mutableCopy;
[_death1 setDelegate:self];
[_death1 setFillMode:kCAFillModeForwards];
_death1.removedOnCompletion = NO;
[_death1 setAnimationEvents:@[event2]];
动画调用:
- (void)die
{
if([_currAnimationkey isEqualToString:@"dead"])
{
return;
}
[_undead removeAllAnimations];
CAAnimation * death = nil;
int anim = arc4random_uniform(3);
if(anim < 1)
{
death = _death1;
}
else if(anim < 2)
{
death = _death2;
}
else
{
death = _death3;
}
_currAnimationkey = @"dead";
_currentAnimation = death;
}
//获取展示节点的Helper方法
- (SCNNode *)getSnapNode
{
SCNNode * repNode = [_undead presentationNode];
_undead.transform = repNode.transform;
repNode = _undead.clone;
return repNode;
}
//回调调用并尝试获取位置:
- (void)finishedDeathAnimation
{
SCNPlane * bloodgeometry = [SCNPlane planeWithWidth:4 height:4];
bloodgeometry.firstMaterial.diffuse.contents = [NSImage imageNamed:@"blood"];
SCNNode * bloodNode = [SCNNode node];
[bloodNode setEulerAngles:SCNVector3Make(-M_PI_2, 0, 0)];
bloodNode.geometry = bloodgeometry;
//Bip01_Pelvis
SCNNode * deadBody = [_unit getSnapNode];
SCNNode * pelvis = [deadBody childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];
NSLog(@"pelvis position %lf,%lf,%lf", present.position.x, present.position.y, present.position.z); //Always {0,0,0}
bloodNode.position = SCNVector3Make(position.x, 0.0001, position.z);
[self.parentNode addChildNode:bloodNode];
[self removeFromParentNode];
}
编辑 2
我也试着简化了一下:
另一个辅助方法:
//在undead/unitclass
- (SCNVector3)getPosition
{
SCNNode * repNode = [[_undead childNodeWithName:@"Bip01_Pelvis" recursively:YES] presentationNode];
return repNode.position;
}
回调时:
- (void)finishedDeathAnimation
{
position = [_unit getPosition];
NSLog(@"pelvis position %lf,%lf,%lf", position.x, position.y, position.z); //Alway 0,0,0 as well :(
}
没有动画 运行,至少在您向我们展示的代码中没有。在播放动画时检查演示节点的位置,可能在 renderer:updateAtTime:
中(参见 SCNRendererDelegate)。
很少有人像我一样仍然相信 Objective C 而不是 swift 这就是为什么我愿意提供全面帮助的原因。
对于从 Blender 作为 Collada 导出的动画,我遇到了这个问题,但在几次尝试后成功获得了实际位置。
使用 presentationNode 是正确的方法,但是你需要在制作动画时从子节点那里获取它_present 来自 child.presentationNode 不是来自 _monkey.presentationNode 也必须在枚举期间而不是在
之后获得
所以首先我需要定义
NSNode * _present;
那我就放动画
[_monkey enumerateChildNodesUsingBlock:^(SCNNode *child, BOOL *stop)
{
for(NSString *key in child.animationKeys)
{ // for every animation key
CAAnimation *animation = [child animationForKey:key]; // get the animation
animation.usesSceneTimeBase = NO; // make it system time based
animation.repeatCount = FLT_MAX; // make it repeat forever
animation.speed = 0.2;
[child addAnimation:animation forKey:key]; // animations are copied upon addition, so we have to replace the previous animation
}
_present = child.presentationNode;
}];
然后在渲染下,我可以检查随着动画移动而变化的结果(另外,如果您使用过 iOS11,您可以检查 worldPosition 而不是 position,它也能提供很好的结果)。
- (void)renderer:(id <SCNSceneRenderer>)renderer didSimulatePhysicsAtTime:(NSTimeInterval)time
{
NSLog(@" Location X:%f Y:%f Z:%f", _present.position.x, _present.position.y, _present.position.z);
}
结果出来了
Y:-2.505034 Z:4.426160
2017-10-11 04:42:19.700435+0200 monkey[547:137368] Location X:-5.266642 Y:-2.480119 Z:4.427162
2017-10-11 04:42:19.720763+0200 monkey[547:137368] Location X:-5.215315 Y:-2.455228 Z:4.428163
2017-10-11 04:42:19.740449+0200 monkey[547:137346] Location X:-5.163589 Y:-2.430143 Z:4.429171
2017-10-11 04:42:19.760397+0200 monkey[547:137368] Location X:-5.112190 Y:-2.405216 Z:4.430173
2017-10-11 04:42:19.780557+0200 monkey[547:137346] Location X:-5.060925 Y:-2.380355 Z:4.431173
2017-10-11 04:42:19.800418+0200 monkey[547:137342] Location X:-5.008560 Y:-2.355031 Z:4.432024
这给了我很好的结果。希望对你有用。
我想从动画中获取当前节点位置SCNNode
我知道 presentationNode
并且我试图从那里提取位置,但没有运气
这是我的代码
SCNNode * pelvis = [_unit childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];
我的位置是应用CAAnimation
之前"rest"模式下SCNNode
的位置。
如何从 'presentationNode' 中获取位置等属性?
编辑
Class本身相关部分:
@interface UndeadSimple : RepresentationNode <CAAnimationDelegate>
{
//Animations
SCNNode * _undead;
CAAnimation * _currentAnimation;
NSString * _currAnimationkey;
CAAnimation * _death1;
...
SCNNode * _audioNode;
SCNAudioSource * _deathSource;
SCNAudioPlayer * _player;
}
初始化:
NSString * sceneName = @ZOMBIE;
SCNScene *scene2 = [SCNScene sceneNamed:sceneName];
_undead = [SCNNode node];
for(SCNNode * node in scene2.rootNode.childNodes)
{
[_undead addChildNode:node];
[node removeAllAnimations];
}
[_undead setScale:(SCNVector3Make(0.024, 0.02, 0.024))];
[self addChildNode:_undead];
[_undead removeAllAnimations];
_currentAnimation = _idleAnimation;
_currAnimationkey = @"resting";
[_undead addAnimation:_currentAnimation forKey:_currAnimationkey];
动画和事件:
SCNAnimationEvent * event2 = [SCNAnimationEvent animationEventWithKeyTime:0.9 block:^(CAAnimation * _Nonnull animation, id _Nonnull animatedObject, BOOL playingBackward)
{
[self.delegate finishedDeathAnimation];
}];
_death1 = anims.death1.mutableCopy;
[_death1 setDelegate:self];
[_death1 setFillMode:kCAFillModeForwards];
_death1.removedOnCompletion = NO;
[_death1 setAnimationEvents:@[event2]];
动画调用:
- (void)die
{
if([_currAnimationkey isEqualToString:@"dead"])
{
return;
}
[_undead removeAllAnimations];
CAAnimation * death = nil;
int anim = arc4random_uniform(3);
if(anim < 1)
{
death = _death1;
}
else if(anim < 2)
{
death = _death2;
}
else
{
death = _death3;
}
_currAnimationkey = @"dead";
_currentAnimation = death;
}
//获取展示节点的Helper方法
- (SCNNode *)getSnapNode
{
SCNNode * repNode = [_undead presentationNode];
_undead.transform = repNode.transform;
repNode = _undead.clone;
return repNode;
}
//回调调用并尝试获取位置:
- (void)finishedDeathAnimation
{
SCNPlane * bloodgeometry = [SCNPlane planeWithWidth:4 height:4];
bloodgeometry.firstMaterial.diffuse.contents = [NSImage imageNamed:@"blood"];
SCNNode * bloodNode = [SCNNode node];
[bloodNode setEulerAngles:SCNVector3Make(-M_PI_2, 0, 0)];
bloodNode.geometry = bloodgeometry;
//Bip01_Pelvis
SCNNode * deadBody = [_unit getSnapNode];
SCNNode * pelvis = [deadBody childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];
NSLog(@"pelvis position %lf,%lf,%lf", present.position.x, present.position.y, present.position.z); //Always {0,0,0}
bloodNode.position = SCNVector3Make(position.x, 0.0001, position.z);
[self.parentNode addChildNode:bloodNode];
[self removeFromParentNode];
}
编辑 2
我也试着简化了一下:
另一个辅助方法:
//在undead/unitclass
- (SCNVector3)getPosition
{
SCNNode * repNode = [[_undead childNodeWithName:@"Bip01_Pelvis" recursively:YES] presentationNode];
return repNode.position;
}
回调时:
- (void)finishedDeathAnimation
{
position = [_unit getPosition];
NSLog(@"pelvis position %lf,%lf,%lf", position.x, position.y, position.z); //Alway 0,0,0 as well :(
}
没有动画 运行,至少在您向我们展示的代码中没有。在播放动画时检查演示节点的位置,可能在 renderer:updateAtTime:
中(参见 SCNRendererDelegate)。
很少有人像我一样仍然相信 Objective C 而不是 swift 这就是为什么我愿意提供全面帮助的原因。
对于从 Blender 作为 Collada 导出的动画,我遇到了这个问题,但在几次尝试后成功获得了实际位置。
使用 presentationNode 是正确的方法,但是你需要在制作动画时从子节点那里获取它_present 来自 child.presentationNode 不是来自 _monkey.presentationNode 也必须在枚举期间而不是在
之后获得所以首先我需要定义
NSNode * _present;
那我就放动画
[_monkey enumerateChildNodesUsingBlock:^(SCNNode *child, BOOL *stop)
{
for(NSString *key in child.animationKeys)
{ // for every animation key
CAAnimation *animation = [child animationForKey:key]; // get the animation
animation.usesSceneTimeBase = NO; // make it system time based
animation.repeatCount = FLT_MAX; // make it repeat forever
animation.speed = 0.2;
[child addAnimation:animation forKey:key]; // animations are copied upon addition, so we have to replace the previous animation
}
_present = child.presentationNode;
}];
然后在渲染下,我可以检查随着动画移动而变化的结果(另外,如果您使用过 iOS11,您可以检查 worldPosition 而不是 position,它也能提供很好的结果)。
- (void)renderer:(id <SCNSceneRenderer>)renderer didSimulatePhysicsAtTime:(NSTimeInterval)time
{
NSLog(@" Location X:%f Y:%f Z:%f", _present.position.x, _present.position.y, _present.position.z);
}
结果出来了
Y:-2.505034 Z:4.426160
2017-10-11 04:42:19.700435+0200 monkey[547:137368] Location X:-5.266642 Y:-2.480119 Z:4.427162
2017-10-11 04:42:19.720763+0200 monkey[547:137368] Location X:-5.215315 Y:-2.455228 Z:4.428163
2017-10-11 04:42:19.740449+0200 monkey[547:137346] Location X:-5.163589 Y:-2.430143 Z:4.429171
2017-10-11 04:42:19.760397+0200 monkey[547:137368] Location X:-5.112190 Y:-2.405216 Z:4.430173
2017-10-11 04:42:19.780557+0200 monkey[547:137346] Location X:-5.060925 Y:-2.380355 Z:4.431173
2017-10-11 04:42:19.800418+0200 monkey[547:137342] Location X:-5.008560 Y:-2.355031 Z:4.432024
这给了我很好的结果。希望对你有用。