Ios SceneKit视图是向后渲染的
我正在尝试我的第一个SceneKit应用程序。我的目标是模拟地球表面的视图,能够将设备的摄像头指向任何方向,并将信息覆盖在摄像头视图上 首先,我只是想让SceneKit摄像头视图与设备的方向相匹配。为了验证它是否按预期工作,我在特定的纬度和经度坐标处添加了一组球体 除了一个重要问题外,一切都在运转。该视图从其应显示的内容左/右(东/西)镜像。我花了几个小时试着调整相机的不同排列方式 下面是我完整的测试应用程序视图控制器。我无法找出正确的更改组合来正确渲染场景。北极的球体是正确的。按照我目前的经度,从北极延伸到赤道的那条球体线在我头顶上出现了。这是球体的其他线条不正确。它们从它们应该是的东西方向镜像,就好像镜子在我自己的经度上一样 如果要测试此代码,请使用SceneKit创建一个新的游戏项目。将模板GameViewController.swift文件替换为以下文件。您还需要在Info.plist中添加“Privacy-Location-When-Use-Description”键。我还建议调整…行中lon的Ios SceneKit视图是向后渲染的,ios,swift,core-location,scenekit,core-motion,Ios,Swift,Core Location,Scenekit,Core Motion,我正在尝试我的第一个SceneKit应用程序。我的目标是模拟地球表面的视图,能够将设备的摄像头指向任何方向,并将信息覆盖在摄像头视图上 首先,我只是想让SceneKit摄像头视图与设备的方向相匹配。为了验证它是否按预期工作,我在特定的纬度和经度坐标处添加了一组球体 除了一个重要问题外,一切都在运转。该视图从其应显示的内容左/右(东/西)镜像。我花了几个小时试着调整相机的不同排列方式 下面是我完整的测试应用程序视图控制器。我无法找出正确的更改组合来正确渲染场景。北极的球体是正确的。按照我目前的经度
,使数字以您自己的经度开始或结束。然后可以看到球体是否绘制在显示屏的正确部分。这可能还需要稍微调整UIColor(色调:CGFloat(lon+104)*2/255.0
color)
import UIKit
import QuartzCore
import SceneKit
import CoreLocation
import CoreMotion
let EARTH_RADIUS = 6378137.0
class GameViewController: UIViewController, CLLocationManagerDelegate {
var motionManager: CMMotionManager!
var scnCameraArm: SCNNode!
var scnCamera: SCNNode!
var locationManager: CLLocationManager!
var pitchAdjust = 1.0
var rollAdjust = -1.0
var yawAdjust = 0.0
func radians(_ degrees: Double) -> Double {
return degrees * Double.pi / 180
}
func degrees(_ radians: Double) -> Double {
return radians * 180 / Double.pi
}
func setCameraPosition(lat: Double, lon: Double, alt: Double) {
let yaw = lon
let pitch = lat
scnCameraArm.eulerAngles.y = Float(radians(yaw))
scnCameraArm.eulerAngles.x = Float(radians(pitch))
scnCameraArm.eulerAngles.z = 0
scnCamera.position = SCNVector3(x: 0.0, y: 0.0, z: Float(alt + EARTH_RADIUS))
}
func setCameraPosition(loc: CLLocation) {
setCameraPosition(lat: loc.coordinate.latitude, lon: loc.coordinate.longitude, alt: loc.altitude)
}
// MARK: - UIViewController methods
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene()
let scnCamera = SCNNode()
let camera = SCNCamera()
camera.zFar = 2.5 * EARTH_RADIUS
scnCamera.camera = camera
scnCamera.position = SCNVector3(x: 0.0, y: 0.0, z: Float(EARTH_RADIUS))
self.scnCamera = scnCamera
let scnCameraArm = SCNNode()
scnCameraArm.position = SCNVector3(x: 0, y: 0, z: 0)
scnCameraArm.addChildNode(scnCamera)
self.scnCameraArm = scnCameraArm
scene.rootNode.addChildNode(scnCameraArm)
// 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 SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
//scnView.pointOfView = scnCamera
// Draw spheres over part of the western hemisphere
for lon in stride(from: 0, through: -105, by: -15) {
for lat in stride(from: 0, through: 90, by: 15) {
let mat4 = SCNMaterial()
if lat == 90 {
mat4.diffuse.contents = UIColor.yellow
} else if lat == -90 {
mat4.diffuse.contents = UIColor.orange
} else {
//mat4.diffuse.contents = UIColor(red: CGFloat(lat + 90) / 255.0, green: CGFloat(lon + 104) * 4 / 255.0, blue: 1, alpha: 1)
mat4.diffuse.contents = UIColor(hue: CGFloat(lon + 104) * 2 / 255.0, saturation: 1, brightness: CGFloat(255 - lat * 2) / 255.0, alpha: 1)
}
let ball = SCNSphere(radius: 100000)
ball.firstMaterial = mat4
let ballNode = SCNNode(geometry: ball)
ballNode.position = SCNVector3(x: 0.0, y: 0.0, z: Float(100000 + EARTH_RADIUS))
let ballArm = SCNNode()
ballArm.position = SCNVector3(x: 0, y: 0, z: 0)
ballArm.addChildNode(ballNode)
scene.rootNode.addChildNode(ballArm)
ballArm.eulerAngles.y = Float(radians(Double(lon)))
ballArm.eulerAngles.x = Float(radians(Double(lat)))
}
}
// configure the view
scnView.backgroundColor = UIColor(red: 0, green: 191/255, blue: 255/255, alpha: 1) // sky blue
locationManager = CLLocationManager()
locationManager.delegate = self
locationManager.desiredAccuracy = kCLLocationAccuracyBestForNavigation
let auth = CLLocationManager.authorizationStatus()
switch auth {
case .authorizedWhenInUse:
locationManager.startUpdatingLocation()
case .notDetermined:
locationManager.requestWhenInUseAuthorization()
default:
break
}
motionManager = CMMotionManager()
motionManager.deviceMotionUpdateInterval = 1 / 30
motionManager.startDeviceMotionUpdates(using: .xTrueNorthZVertical, to: OperationQueue.main) { (motion, error) in
if error == nil {
if let motion = motion {
//print("pitch: \(self.degrees(motion.attitude.roll * self.pitchAdjust)), roll: \(self.degrees(motion.attitude.pitch * self.rollAdjust)), yaw: \(self.degrees(-motion.attitude.yaw))")
self.scnCamera.eulerAngles.z = Float(motion.attitude.yaw + self.yawAdjust)
self.scnCamera.eulerAngles.x = Float(motion.attitude.roll * self.pitchAdjust)
self.scnCamera.eulerAngles.y = Float(motion.attitude.pitch * self.rollAdjust)
}
}
}
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
if UIApplication.shared.statusBarOrientation == .landscapeRight {
pitchAdjust = -1.0
rollAdjust = 1.0
yawAdjust = Double.pi
} else {
pitchAdjust = 1.0
rollAdjust = -1.0
yawAdjust = 0.0
}
}
override var shouldAutorotate: Bool {
return false
}
override var prefersStatusBarHidden: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return .landscape
}
// MARK: - CLLocationManagerDelegate methods
func locationManager(_ manager: CLLocationManager, didChangeAuthorization status: CLAuthorizationStatus) {
if status == .authorizedWhenInUse {
manager.startUpdatingLocation()
}
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
for loc in locations {
print(loc)
if loc.horizontalAccuracy > 0 && loc.horizontalAccuracy <= 100 {
setCameraPosition(loc: loc)
}
}
}
func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) {
}
}
导入UIKit
进口石英砂
导入SceneKit
导入核心定位
导入CoreMotion
让接地半径=6378137.0
类GameViewController:UIViewController、CLLocationManagerDelegate{
var motionManager:CMMotionManager!
var scncameraram:SCNNode!
var scnCamera:SCNNode!
var locationManager:CLLocationManager!
变桨距调整=1.0
var rollAdjust=-1.0
var yawAdjust=0.0
func弧度(u度:双精度)->双精度{
返回度*Double.pi/180
}
func度(uu弧度:Double)->Double{
返回弧度*180/Double.pi
}
func setCameraPosition(横向:双精度、纵向:双精度、纵向:双精度){
让偏航=lon
让螺距=纬度
scncamerarm.eulerAngles.y=浮动(弧度(偏航))
scncamerarm.eulerAngles.x=浮动(弧度(螺距))
scncamerarm.eulerAngles.z=0
scnCamera.position=SCNVector3(x:0.0,y:0.0,z:Float(alt+EARTH_半径))
}
func设置摄像机位置(loc:CLLocation){
设置摄像机位置(纬度:位置坐标纬度,经度:位置坐标经度,高度:位置高度)
}
//MARK:-UIViewController方法
重写func viewDidLoad(){
super.viewDidLoad()
//创建一个新场景
让场景=SCNScene()
设scnCamera=SCNNode()
让摄影机=SCNCamera()
camera.zFar=2.5*地球半径
scnCamera.camera=摄像机
scnCamera.position=scinvector3(x:0.0,y:0.0,z:Float(地球半径))
self.scnCamera=scnCamera
设scncameraram=SCNNode()
scncameraram.position=scinvector3(x:0,y:0,z:0)
scncamerarm.addChildNode(scnCamera)
self.scncameraram=scncameraram
scene.rootNode.addChildNode(scncameraram)
//创建环境光并将其添加到场景中
让ambientLightNode=SCNNode()
ambientLightNode.light=SCNLight()
ambientLightNode.light!。类型=.ambientLightNode.light
ambientLightNode.light!.color=UIColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
//检索SCNView
让scnView=self.view为!scnView
//将场景设置为视图
scnView.scene=场景
//scnView.pointOfView=scnCamera
//在西半球的部分区域绘制球体
对于跨步长(从:0到-105,由-15){
步幅为横向(从:0到:90,由:15){
设mat4=SCNMaterial()
如果lat==90{
mat4.diffuse.contents=UIColor.yellow
}否则,如果lat==-90{
mat4.diffuse.contents=UIColor.orange
}否则{
//mat4.diffuse.contents=UIColor(红色:CGFloat(lat+90)/255.0,绿色:CGFloat(lon+104)*4/255.0,蓝色:1,阿尔法:1)
mat4.diffuse.contents=UIColor(色调:CGFloat(lon+104)*2/255.0,饱和度:1,亮度:CGFloat(255-lat*2)/255.0,alpha:1)
}
让球=圆球(半径:100000)
ball.firstMaterial=mat4
设ballNode=SCNNode(几何体:ball)
ballNode.position=SCInvector3(x:0.0,y:0.0,z:Float(100000+地球半径))
设ballArm=SCNNode()
ballArm.position=SCInvector3(x:0,y:0,z:0)
ballArm.addChildNode(ballNode)
scene.rootNode.addChildNode(ballArm)
ballArm.eulerAngles.y=浮动(弧度(双(长)))
ballArm.eulerAngles.x=浮动(弧度(双倍(横向)))
}
}
//配置视图
scnView.backgroundColor=UIColor(红色:0,绿色:191/255,蓝色:255/255,alpha:1)//天蓝色
locationManager=CLLocationManager()
locationManager.delegate=self
locationManager.desiredAccuracy=KCallocationAccuracyBestforNavigation
让auth=CLLocationManager.authorizationStatus()
交换机身份验证{
案例.授权使用:
locationManager.startUpdatingLocation()
案例。未确定:
locationManager.RequestWhenUseAuthorization()
违约:
打破
}
motionManager=CMMotionManager()
运动经理
ballArm.eulerAngles.x = -1 * Float(radians(Double(lat)))
// Draw spheres over part of the western hemisphere
for lon in stride(from: 0, through: -105, by: -15) {
for lat in stride(from: 0, through: 90, by: 15) {
let mat4 = SCNMaterial()
if lon == 0 {
mat4.diffuse.contents = UIColor.black
} else if lon == -105 {
mat4.diffuse.contents = UIColor.green
} else if lat == 90 {
mat4.diffuse.contents = UIColor.yellow
} else if lat == 0 {
mat4.diffuse.contents = UIColor.orange
} else {
mat4.diffuse.contents = UIColor(red: CGFloat(lat + 90) / 255.0, green: CGFloat(lon + 104) * 4 / 255.0, blue: 1, alpha: 1)
//mat4.diffuse.contents = UIColor(hue: CGFloat(lon + 104) * 2 / 255.0, saturation: 1, brightness: CGFloat(255 - lat * 2) / 255.0, alpha: 1)
//mat4.diffuse.contents = UIColor.green
}
let ball = SCNSphere(radius: 100000)
ball.firstMaterial = mat4
let ballNode = SCNNode(geometry: ball)
ballNode.position = SCNVector3(x: 0.0, y: 0.0, z: Float(100000 + EARTH_RADIUS))
let ballArm = SCNNode()
ballArm.position = SCNVector3(x: 0, y: 0, z: 0)
// debugging label
ballArm.name = "\(lat) \(lon)"
ballArm.addChildNode(ballNode)
scene.rootNode.addChildNode(ballArm)
ballArm.eulerAngles.y = Float(radians(Double(lon)))
ballArm.eulerAngles.x = -1 * Float(radians(Double(lat)))
}
}
// configure the view
scnView.backgroundColor = UIColor.cyan
let urls = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)
let docsFolderURL = urls[urls.count - 1]
let archiveURL = docsFolderURL.appendingPathComponent("rmaddy.scn")
let archivePath = archiveURL.path
// for copy/paste from Simulator's file system
print (archivePath)
let archiveResult = NSKeyedArchiver.archiveRootObject(scene, toFile: archivePath)
print(archiveResult)
scnCameraArm.eulerAngles.y = Float(radians(yaw))
scnCameraArm.eulerAngles.y = -Float(radians(yaw))
ballArm.eulerAngles.y = Float(radians(Double(lon)))
ballArm.eulerAngles.y = -Float(radians(Double(lon)))