Swift SceneKit:为什么它过早地检测到节点之间的接触?

Swift SceneKit: Why does it detect contact between nodes too early?

我正在尝试使用 SCNPhysicsContactDelegate 构建一些项目,但我发现它过早地检测到我的节点之间的接触。我需要它 100% 精确和正确。我附上了过早接触检测的屏幕截图。 他们的物理体有我的代码:

nodeA代码:

        nodeA = SCNNode(geometry: SCNBox(width: 0.3, height: 0.3, length: 0.3, chamferRadius: 0.05))
        nodeA.position = SCNVector3(0, 3.3, 0)
        nodeA.geometry?.firstMaterial?.diffuse.contents = UIColor.red
        nodeA.physicsBody = SCNPhysicsBody.dynamic()
        nodeA.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeA, options: nil)
        nodeA.physicsBody?.categoryBitMask = PhysicsCategories.nodeA
        nodeA.physicsBody?.contactTestBitMask = PhysicsCategories.nodeB
        nodeA.physicsBody?.isAffectedByGravity = false
        nodeA.name = "nodeA"
        nodeA.opacity = 0
        self.scene.rootNode.addChildNode(self.nodeA)

nodeB代码: (nodeB已经存在,所以我只添加物理体)

        nodeB.physicsBody = SCNPhysicsBody.kinematic()
        nodeB.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeB, options: nil)
        nodeB.physicsBody?.categoryBitMask = PhysicsCategories.nodeB
        nodeB.physicsBody?.contactTestBitMask = PhysicsCategories.nodeA

联系人功能代码:

        func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
            scene.isPaused = true
        }

bad collision image

你能帮我找到解决办法吗? 伙计们,我期待你们的听证会。

谢谢雅库布

我找到了解决办法!这两行导致不精确的接触检测:

nodeA.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeA, options: nil)nodeB.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeB, options: nil)

问题是,当您使用节点属性创建 SCNPhysicsShape() 时,它是不精确的,但是当您使用节点几何体创建它时,它完全正确且精确。 在我的例子中,解决方案看起来像这样(用这些行替换问题行):

nodeA.physicsBody?.physicsShape = SCNPhysicsShape(geometry: SCNBox(width: 0.3, height: 0.3, length: 0.3, chamferRadius: 0.05), options: nil)nodeB.physicsBody?.physicsShape = SCNPhysicsShape(geometry: SCNBox(width: 0.1, height: 0.5, length: 1, chamferRadius: 0), options: nil)