ARKit – 球没有穿过 "SCNTorus" 洞
ARKit – Ball is not passing through "SCNTorus" hole
我在 ARKit 上遇到问题,需要帮助。
我正在做一个小演示,我在场景中放置了一个简单的 SCNTorus 几何体,我试图将一个小球 (SCNSphere) 扔进环面孔中。问题是球在中间弹跳而不是通过。
有圆环的代码:
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)
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
您用来创建物理体(体型运动学和形状 nil)的代码会生成简化的几何体“凸包”表示。简单的说,你看到的几何体是圆环体,但是用于碰撞检测的几何体不是。
这行 (obj c) 代码实际上来自 Apple 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,您需要使用 SCNPhysicsShapeTypeConcavePolyhedron 键值(仅适用于静态物体)基于几何本身创建静态类型物体和形状,以更准确地表示环面几何作为物理体。
有关详细信息,请参阅:https://developer.apple.com/documentation/scenekit/scnphysicsshape
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
我在 ARKit 上遇到问题,需要帮助。 我正在做一个小演示,我在场景中放置了一个简单的 SCNTorus 几何体,我试图将一个小球 (SCNSphere) 扔进环面孔中。问题是球在中间弹跳而不是通过。 有圆环的代码:
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)
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
您用来创建物理体(体型运动学和形状 nil)的代码会生成简化的几何体“凸包”表示。简单的说,你看到的几何体是圆环体,但是用于碰撞检测的几何体不是。
这行 (obj c) 代码实际上来自 Apple 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,您需要使用 SCNPhysicsShapeTypeConcavePolyhedron 键值(仅适用于静态物体)基于几何本身创建静态类型物体和形状,以更准确地表示环面几何作为物理体。
有关详细信息,请参阅:https://developer.apple.com/documentation/scenekit/scnphysicsshape
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