SCNCamera 在 SCNScene 中的默认位置

Default Position of a SCNCamera in an SCNScene

我想我不完全理解 SCNCamera 应该如何工作。

所以我得到了以下代码:

import SwiftUI
import SceneKit

struct ContentView: View {
    let scene = SCNScene(named: "Earth.usdz")
    var cameraNode: SCNNode? {
        let cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 2)
        return cameraNode
    }
    var body: some View {
        VStack {
            SceneView(
                scene: scene,
                pointOfView: cameraNode,
                options: [
                    .allowsCameraControl,
                    .autoenablesDefaultLighting
                ]
            )
            .frame(width: UIScreen.main.bounds.width , height: UIScreen.main.bounds.height/2)
        }
    }
}

struct ContentView_Previews: PreviewProvider {
    static var previews: some View {
        ContentView()
    }
}

删除或添加 pointOfView: cameraNode 结果:

没有

我假设有一些默认的相机位置(也许还有其他属性?)?我怎么看那些是什么?如何取消反转地球仪?

我想或多或少地模仿我在不设置 pointOfView 的情况下得到的结果,然后从那里以编程方式旋转地球。

谢谢大家!

如果您创建一个相机 class,关闭 allowsCameraControl,并取消 PointOfView 处理,然后您的 lookAtConstraint 指向地球节点,您可以通过设置 .position 来调整距离。这是一个让您专注于地球的示例 - strafe 只是让您了解可以使用相机节点做什么。旋转地球不会影响相机节点。你可以在那里做任何你想做的旋转,相机仍然指向地球。

class Camera
{
    var cameraEye = SCNNode()
    var cameraFocus = SCNNode()
        
    var centerX: Int = 100
    var strafeDelta: Float = 0.8
    var zoomLevel: Int = 35
    var zoomLevelMax: Int = 35              // Max number of zoom levels
    
    //********************************************************************
    init()
    {
        cameraEye.name = "Camera Eye"
        cameraFocus.name = "Camera Focus"
        
        cameraFocus.isHidden = true
        cameraFocus.position  =  SCNVector3(x: 0, y: 0, z: 0)
        
        cameraEye.camera = SCNCamera()
        cameraEye.constraints = []
        cameraEye.position = SCNVector3(x: 0, y: 15, z: 0.1)
        
        let vConstraint = SCNLookAtConstraint(target: cameraFocus)
        vConstraint.isGimbalLockEnabled = true
        cameraEye.constraints = [vConstraint]
    }
    //********************************************************************
    func reset()
    {
        centerX = 100
        cameraFocus.position  =  SCNVector3(x: 0, y: 0, z: 0)
        cameraEye.constraints = []
        cameraEye.position = SCNVector3(x: 0, y: 32, z: 0.1)
        cameraFocus.position = SCNVector3Make(0, 0, 0)
        
        let vConstraint = SCNLookAtConstraint(target: cameraFocus)
        vConstraint.isGimbalLockEnabled = true
        cameraEye.constraints = [vConstraint]
    }
    //********************************************************************
    func strafeRight()
    {
        if(centerX + 1 < 112)
        {
            centerX += 1
            cameraEye.position.x += strafeDelta
            cameraFocus.position.x += strafeDelta
        }
    }
    //********************************************************************
    func strafeLeft()
    {
        if(centerX - 1 > 90)
        {
            centerX -= 1
            cameraEye.position.x -= strafeDelta
            cameraFocus.position.x -= strafeDelta
        }
    }
    //********************************************************************
}