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,浏览该动画,并让用户自动播放动画。
我设法通过根据洗涤器的值设置视图的场景时间来使动画的擦洗工作。但是,当我在 SCNSceneRenderer 上将 isPlay 布尔值设置为 true 时,它会将每一帧的时间重置为 0,并且我无法让它离开第一帧。
从文档中,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为 0。
这是我在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
}
任何帮助不胜感激!:)
引用:
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:
SceneKit SCNSceneRendererDelegate - 未调用渲染器函数
我无法让它以优雅的方式工作,但我通过添加这个计时器调用来修复它:
Timer.scheduledTimer(timeInterval: timeIncrement, target: self, selector: (#selector(updateTimer)), userInfo: nil, repeats: true)
timeIncrement 是设置为 0.01 的双精度值,updateTimer 是以下函数:
// helper function updateTimer
@objc func updateTimer() {
let scnView = self.view.subviews[0] as! SCNView
scnView.sceneTime += Double(timeIncrement)
}
我相信有更好的解决方案,但这有效。
sceneTime 在每一帧上运行动作和动画后自动设置为 0.0。
使用 可以使用 renderer(_:updateAtTime:( 委托方法在 SceneKit 运行动作和动画之前将 sceneTime 设置为所需的值。
使 GameViewController 符合 SCNSceneRendererDelegate:
class GameViewController: UIViewController, SCNSceneRendererDelegate {
// ...
}
确保将scnView.delegate = self
保存在 viewDidLoad(( 中。
现在在你的 GameViewController 类中实现 renderer(_:updateAtTime:(:
// 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!
}