Spritekit:使用手指画线时检测碰撞
Spritkit : Detect collision while drawing line using finger
我正在尝试检测 existing line
和用户 currently drawing using finger
之间的冲突 contactPoint
。
这是我的代码:
let padding: CGFloat = 100
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
let startPoint1 = CGPoint(x: self.frame.minX + padding , y: self.frame.minY + padding)
let leftHorizontalPoint = CGPoint(x: self.frame.minX + padding, y: self.frame.maxY - padding)
let line1 = SKShapeNode()
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint1)
line_path.addLine(to: leftHorizontalPoint)
line1.path = line_path
line1.lineWidth = 3
line1.strokeColor = UIColor.white
addChild(line1)
line1.physicsBody = SKPhysicsBody(edgeLoopFrom: line1.frame)
line1.physicsBody?.isDynamic = true
line1.physicsBody?.categoryBitMask = PhysicsCategory.solidLine
line1.physicsBody?.collisionBitMask = PhysicsCategory.currentLine
line1.physicsBody?.contactTestBitMask = PhysicsCategory.currentLine
}
然后在 touchBegin、touchMove 和 touchEnd 上我有以下代码:
var currentLineNode: SKShapeNode!
var startPoint: CGPoint = CGPoint.zero
func touchDown(atPoint pos : CGPoint) {
startPoint = pos
}
func touchMoved(toPoint pos : CGPoint) {
if currentLineNode != nil {
currentLineNode.removeFromParent()
}
currentLineNode = SKShapeNode()
currentLineNode.zPosition = 1
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint)
line_path.addLine(to: pos)
currentLineNode.path = line_path
currentLineNode.lineWidth = 3
currentLineNode.strokeColor = UIColor.red
addChild(currentLineNode)
currentLineNode.physicsBody = SKPhysicsBody(edgeLoopFrom: currentLineNode.frame)
currentLineNode.physicsBody?.isDynamic = true
currentLineNode.physicsBody?.categoryBitMask = PhysicsCategory.currentLine
currentLineNode.physicsBody?.collisionBitMask = PhysicsCategory.solidLine
currentLineNode.physicsBody?.contactTestBitMask = PhysicsCategory.solidLine
}
func touchUp(atPoint pos : CGPoint) {
if currentLineNode != nil {
currentLineNode.removeFromParent()
}
currentLineNode = SKShapeNode()
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint)
line_path.addLine(to: pos)
currentLineNode.path = line_path
currentLineNode.lineWidth = 3
currentLineNode.strokeColor = UIColor.red
addChild(currentLineNode)
currentLineNode.physicsBody = SKPhysicsBody(edgeLoopFrom: currentLineNode.frame)
currentLineNode.physicsBody?.isDynamic = true
currentLineNode.physicsBody?.categoryBitMask = PhysicsCategory.currentLine
currentLineNode.physicsBody?.collisionBitMask = PhysicsCategory.solidLine
currentLineNode.physicsBody?.contactTestBitMask = PhysicsCategory.solidLine
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
physicsWorld's contactDelegate
如下:(委托甚至没有执行)
extension GameScene : SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
// This never get detected :(
print(contact.contactPoint)
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
}
}
这是我的输出,即使从白色线经过,它也没有检测到碰撞。
有什么问题吗?对此的任何建议都会有所帮助。
您正在使用 2 个基于边的实体。无论您是否设置,基于边的实体将始终为 isDynamic = false
。您至少需要 1 个基于体积的物体才能执行接触。
此外,您还不断地删除和添加节点,这是一个糟糕的主意。
我建议仅在 touchesBegan 上添加您的节点,然后仅更新 touchesMoved 上的路径
您正在使用边缘循环创建物理 [=18=]。 Apple 将边缘循环定义为...
An edge has no volume or mass and is always treated as if the isDynamic property is equal to false. Edges may only collide with volume-based physics bodies.
将你的物理学body改成这样有效
currentLineNode.physicsBody = SKPhysicsBody(rectangleOf: currentLineNode.frame.size, center: CGPoint(x: startPoint.x + currentLineNode.frame.size.width / 2, y: startPoint.y + currentLineNode.frame.size.height / 2))
还应注意,在 touchesEnded 中更改物理 body 是多余的,不会增加任何内容。我从 touchesEnded 中删除了它,它工作正常
我正在尝试检测 existing line
和用户 currently drawing using finger
之间的冲突 contactPoint
。
这是我的代码:
let padding: CGFloat = 100
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
let startPoint1 = CGPoint(x: self.frame.minX + padding , y: self.frame.minY + padding)
let leftHorizontalPoint = CGPoint(x: self.frame.minX + padding, y: self.frame.maxY - padding)
let line1 = SKShapeNode()
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint1)
line_path.addLine(to: leftHorizontalPoint)
line1.path = line_path
line1.lineWidth = 3
line1.strokeColor = UIColor.white
addChild(line1)
line1.physicsBody = SKPhysicsBody(edgeLoopFrom: line1.frame)
line1.physicsBody?.isDynamic = true
line1.physicsBody?.categoryBitMask = PhysicsCategory.solidLine
line1.physicsBody?.collisionBitMask = PhysicsCategory.currentLine
line1.physicsBody?.contactTestBitMask = PhysicsCategory.currentLine
}
然后在 touchBegin、touchMove 和 touchEnd 上我有以下代码:
var currentLineNode: SKShapeNode!
var startPoint: CGPoint = CGPoint.zero
func touchDown(atPoint pos : CGPoint) {
startPoint = pos
}
func touchMoved(toPoint pos : CGPoint) {
if currentLineNode != nil {
currentLineNode.removeFromParent()
}
currentLineNode = SKShapeNode()
currentLineNode.zPosition = 1
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint)
line_path.addLine(to: pos)
currentLineNode.path = line_path
currentLineNode.lineWidth = 3
currentLineNode.strokeColor = UIColor.red
addChild(currentLineNode)
currentLineNode.physicsBody = SKPhysicsBody(edgeLoopFrom: currentLineNode.frame)
currentLineNode.physicsBody?.isDynamic = true
currentLineNode.physicsBody?.categoryBitMask = PhysicsCategory.currentLine
currentLineNode.physicsBody?.collisionBitMask = PhysicsCategory.solidLine
currentLineNode.physicsBody?.contactTestBitMask = PhysicsCategory.solidLine
}
func touchUp(atPoint pos : CGPoint) {
if currentLineNode != nil {
currentLineNode.removeFromParent()
}
currentLineNode = SKShapeNode()
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint)
line_path.addLine(to: pos)
currentLineNode.path = line_path
currentLineNode.lineWidth = 3
currentLineNode.strokeColor = UIColor.red
addChild(currentLineNode)
currentLineNode.physicsBody = SKPhysicsBody(edgeLoopFrom: currentLineNode.frame)
currentLineNode.physicsBody?.isDynamic = true
currentLineNode.physicsBody?.categoryBitMask = PhysicsCategory.currentLine
currentLineNode.physicsBody?.collisionBitMask = PhysicsCategory.solidLine
currentLineNode.physicsBody?.contactTestBitMask = PhysicsCategory.solidLine
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
physicsWorld's contactDelegate
如下:(委托甚至没有执行)
extension GameScene : SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
// This never get detected :(
print(contact.contactPoint)
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
}
}
这是我的输出,即使从白色线经过,它也没有检测到碰撞。
有什么问题吗?对此的任何建议都会有所帮助。
您正在使用 2 个基于边的实体。无论您是否设置,基于边的实体将始终为 isDynamic = false
。您至少需要 1 个基于体积的物体才能执行接触。
此外,您还不断地删除和添加节点,这是一个糟糕的主意。
我建议仅在 touchesBegan 上添加您的节点,然后仅更新 touchesMoved 上的路径
您正在使用边缘循环创建物理 [=18=]。 Apple 将边缘循环定义为...
An edge has no volume or mass and is always treated as if the isDynamic property is equal to false. Edges may only collide with volume-based physics bodies.
将你的物理学body改成这样有效
currentLineNode.physicsBody = SKPhysicsBody(rectangleOf: currentLineNode.frame.size, center: CGPoint(x: startPoint.x + currentLineNode.frame.size.width / 2, y: startPoint.y + currentLineNode.frame.size.height / 2))
还应注意,在 touchesEnded 中更改物理 body 是多余的,不会增加任何内容。我从 touchesEnded 中删除了它,它工作正常