Ios 如何在“中”旋转SCNNode;func渲染器(SCNScenerEnder,节点用于:ARAnchor)——>;SCNNode?“;
因此,我能够在锚定位置放置一个长方体节点。 现在,如何在场景中旋转SCNNode 我试图修改节点的变换和eulerangle,但它们没有效果:Ios 如何在“中”旋转SCNNode;func渲染器(SCNScenerEnder,节点用于:ARAnchor)——>;SCNNode?“;,ios,swift,xcode,scenekit,Ios,Swift,Xcode,Scenekit,因此,我能够在锚定位置放置一个长方体节点。 现在,如何在场景中旋转SCNNode 我试图修改节点的变换和eulerangle,但它们没有效果: func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? { print("nodeFor anchor \(anchor)") guard anchor.name == "card" else { return nil }
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
print("nodeFor anchor \(anchor)")
guard anchor.name == "card" else { return nil }
let colors = [
UIColor.yellow, // front
UIColor.red, // right
UIColor.blue, // back
UIColor.green, // left
UIColor.purple, // top
UIColor.gray] // bottom
let sideMaterials = colors.map { color -> SCNMaterial in
let material = SCNMaterial()
material.diffuse.contents = color
material.locksAmbientWithDiffuse = true
return material
}
let boxGeometry = SCNBox(width: 0.12, height: 0.01, length: 0.07, chamferRadius: 0)
boxGeometry.materials = sideMaterials
let node = SCNNode(geometry: boxGeometry)
node.transform = SCNMatrix4MakeRotation(-Float.pi / 2, 1, 0, 0)
node.eulerAngles.x = .pi / 2
return node
}
我还尝试在func渲染器中进行旋转(渲染器:SCNSceneRenderer,didAdd节点:SCNNode,用于锚点:ARAnchor)
但这也没什么帮助
我用下面的代码成功地制作了旋转动画
let spin = CABasicAnimation(keyPath: "rotation")
// Use from-to to explicitly make a full rotation around z
spin.fromValue = NSValue(scnVector4: SCNVector4(x: 0, y: 0, z: 1, w: 0))
spin.toValue = NSValue(scnVector4: SCNVector4(x: 0, y: 0, z: 1, w: Float(2 * Double.pi)))
spin.duration = 3
spin.repeatCount = 1
node.addAnimation(spin, forKey: "rotation")
基于这一成功,我也尝试过(但失败了)
有人知道如何在ARSCNViewDelegate的委托方法中旋转节点吗?该
ARSession
将定位和定向您提供给它的节点。最好在子节点上执行旋转,使其旋转到已出售的节点。所以在func渲染器中(u渲染器:SCNSceneRenderer,锚点的节点:ARAnchor)->SCNNode?
在返回之前,您可以说:
let node = SCNNode(geometry: boxGeometry)
node.eulerAngles = SCNVector3(x: -Float.pi / 2, y: 0, z: 0)
let rootNode = SCNNode()
rootNode.addChildNode(node)
return rootNode
node.rotation = SCNVector4(x: 5, y: 4, z: 3, w: 0)
let node = SCNNode(geometry: boxGeometry)
node.eulerAngles = SCNVector3(x: -Float.pi / 2, y: 0, z: 0)
let rootNode = SCNNode()
rootNode.addChildNode(node)
return rootNode