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
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
}
}
//********************************************************************
}
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
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
}
}
//********************************************************************
}