嘿在下面,我创建了一个普通球体,用于测试游戏场景/世界中是否具有物理场。所以我只是将球放在场景/世界中,这是完美的。它受重力影响。因此,然后我尝试对.scn文件执行完全相同的操作。我将其物理性质等同于跌落到重力的测试球。但是男人不动重力设置为-9.8以模拟常规重力
码:
//----Test-Circle-here--------------------
var sphere1: SCNNode!
let sphereGeometry = SCNSphere(radius: 10.5)
let sphereMaterial = SCNMaterial()
let collisionCapsuleRadius = CGFloat(0.4 - 0.4) * 0.4
let collisionCapsuleHeight = CGFloat(0.4 - 0.4)
sphereMaterial.diffuse.contents = UIColor.greenColor()
sphereGeometry.materials = [sphereMaterial]
sphere1 = SCNNode(geometry: sphereGeometry)
sphere1.position = SCNVector3(x: 1.0, y: 0.05, z: 0.05)
//----Giving it a physics---------
sphere1.physicsBody?.affectedByGravity = true
sphere1.physicsBody?.friction = 0
sphere1.physicsBody?.restitution = 1 //bounceness of the object
sphere1.physicsBody?.angularDamping = 1 // rotationess
sphere1.physicsBody = SCNPhysicsBody(type: .Dynamic, shape:SCNPhysicsShape(geometry: SCNCapsule(capRadius: collisionCapsuleRadius, height: collisionCapsuleHeight), options:nil))
scnView.scene!.rootNode.addChildNode(sphere1)
在男人下方停留在同一地点,无论如何
class Character {
let node = SCNNode()
init() {
let GuyScene = SCNScene(named: "art.scnassets/FoxMan2.scn")
let characterTopLevelNode: SCNNode = GuyScene!.rootNode.childNodeWithName("Guy", recursively: true)!
let collisionCapsuleRadius = CGFloat(0.4 - 0.4) * 0.4
let collisionCapsuleHeight = CGFloat(0.4 - 0.4)
characterTopLevelNode.position = SCNVector3(x: 10.0, y: 0.0, z: 0.0)
//----Giveing it a physics---------
characterTopLevelNode.physicsBody?.affectedByGravity = true
characterTopLevelNode.physicsBody?.friction = 0
characterTopLevelNode.physicsBody?.restitution = 1 //bounceness of the object
characterTopLevelNode.physicsBody?.angularDamping = 1 // rotationess
characterTopLevelNode.physicsBody = SCNPhysicsBody(type: .Dynamic, shape:SCNPhysicsShape(geometry: SCNCapsule(capRadius: collisionCapsuleRadius, height: collisionCapsuleHeight), options:nil))
node.addChildNode(characterTopLevelNode)
}
}
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最佳答案
检查并确保characterTopLevelNode
实际上是您认为的节点(名称不匹配很常见)。在这种情况下,这通常是问题。您似乎将characterTopLevelNode
添加为node
的子级,但从未将node
添加为正在显示的场景的子级。
另一件事,在创建物理实体之前,请勿在物理实体上设置选项。
例如:sphere1.physicsBody = SCNPhysicsBody(type: .Dynamic, ...sphere1.physicsBody.affectedByGravity = truesphere1.physicsBody.friction = 0sphere1.physicsBody.restitution = 1sphere1.physicsBody.angularDamping = 1
关于ios - 在SceneKit XCODE SWIFT中将简单物理应用于.scn对象,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/38648718/