使用 Scenekit sceneTime 浏览动画 iOS

Using Scenekit sceneTime to scrub through animations iOS

我正在尝试修改 Xcode 的默认游戏设置,以便我可以:将动画编程到几何体中,在该动画中滑动,并让用户自动播放动画。

我通过根据 scrubber 的值设置视图的场景时间,设法使动画的 scrubbing 起作用。但是,当我将 SCNSceneRenderer 上的 isPlaying 布尔值设置为 true 时,它​​会将每一帧的时间重置为 0,我无法让它离开第一帧。

根据文档,我假设这意味着它不会检测到我的动画并认为所有动画的持续时间都是 0。

这是我的 GameViewController 中的 viewDidLoad 函数:

override func viewDidLoad() {
    super.viewDidLoad()

    // create a new scene
    let scene = SCNScene(named: "art.scnassets/ship.scn")!

    // create and add a camera to the scene
    let cameraNode = SCNNode()
    cameraNode.camera = SCNCamera()
    scene.rootNode.addChildNode(cameraNode)

    // place the camera
    cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

    // create and add a light to the scene
    let lightNode = SCNNode()
    lightNode.light = SCNLight()
    lightNode.light!.type = .omni
    lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
    scene.rootNode.addChildNode(lightNode)

    // create and add an ambient light to the scene
    let ambientLightNode = SCNNode()
    ambientLightNode.light = SCNLight()
    ambientLightNode.light!.type = .ambient
    ambientLightNode.light!.color = UIColor.darkGray
    scene.rootNode.addChildNode(ambientLightNode)

    // retrieve the ship node
    let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!

    // define the animation
    //ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
    let positionAnimation = CAKeyframeAnimation(keyPath: "position.y")
    positionAnimation.values = [0, 2, -2, 0]
    positionAnimation.keyTimes = [0, 1, 3, 4]
    positionAnimation.duration = 5
    positionAnimation.usesSceneTimeBase = true

    // retrieve the SCNView
    let scnView = self.view as! SCNView
    scnView.delegate = self

    // add the animation
    ship.addAnimation(positionAnimation, forKey: "position.y")

    // set the scene to the view
    scnView.scene = scene

    // allows the user to manipulate the camera
    scnView.allowsCameraControl = true

    // show statistics such as fps and timing information
    scnView.showsStatistics = true

    // configure the view
    scnView.backgroundColor = UIColor.black

    // add a tap gesture recognizer
    let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
    scnView.addGestureRecognizer(tapGesture)

    // play the scene
    scnView.isPlaying = true
    //scnView.loops = true
}

感谢任何帮助! :)

参考文献:

场景时间:

https://developer.apple.com/documentation/scenekit/scnscenerenderer/1522680-scenetime

正在播放:

https://developer.apple.com/documentation/scenekit/scnscenerenderer/1523401-isplaying

相关问题:

我无法让它以优雅的方式工作,但我通过添加此计时器调用修复了它:

Timer.scheduledTimer(timeInterval: timeIncrement, target: self,   selector: (#selector(updateTimer)), userInfo: nil, repeats: true)

timeIncrement 是一个 Double 设置为 0.01,updateTimer 是以下函数:

// helper function updateTimer
@objc func updateTimer() {
    let scnView = self.view.subviews[0] as! SCNView
    scnView.sceneTime += Double(timeIncrement)
}

我确定有更好的解决方案,但这行得通。

每帧的动作和动画 运行 后,场景时间自动设置为 0.0。

使用可以使用 renderer(_:updateAtTime:) 委托方法在 SceneKit 运行s 动作和动画之前将 sceneTime 设置为所需的值。

使 GameViewController 符合 SCNSceneRendererDelegate:

class GameViewController: UIViewController, SCNSceneRendererDelegate {
    // ...
}

确保将 scnView.delegate = self 保留在 viewDidLoad() 中。

现在在你的 GameViewController 中实现 renderer(_:updateAtTime:) class:

// need to remember scene start time in order to calculate current scene time
var sceneStartTime: TimeInterval? = nil

func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
    // if startTime is nil assign time to it
    sceneStartTime = sceneStartTime ?? time

    // make scene time equal to the current time
    let scnView = self.view as! SCNView
    scnView.sceneTime = time - sceneStartTime!
}