Ios 如何从TouchsMoved方法获得在sceneview上绘制UIBezierpath的精确CGpoint?

Ios 如何从TouchsMoved方法获得在sceneview上绘制UIBezierpath的精确CGpoint?,ios,scenekit,arkit,uibezierpath,swift4.2,Ios,Scenekit,Arkit,Uibezierpath,Swift4.2,UIBezierpath在现实世界中的其他地方显示 从下面的代码中收集CGPoint override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) { guard let location = touches.first?.location(in: self.sceneView) else { return } arrayCG

UIBezierpath在现实世界中的其他地方显示

从下面的代码中收集CGPoint

 override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        guard let location = touches.first?.location(in: self.sceneView) else {
            return
        }
        arrayCGPoints.append(location)
    }
func updateBazierPath(){        

        if arrayCGPoints.count > 0 {

            let bezierPath = UIBezierPath()

            var i : Int = 0
            for varPoint in arrayCGPoints{

                if i == 0 {
                    bezierPath.move(to: varPoint)
                }
                else{
                    bezierPath.addLine(to: varPoint)
                }
                i += 1
            }
            bezierPath.close()
        }
        // Add shape
        let shape = SCNShape(path: bezierPath, extrusionDepth: 0.2)
        let shapeNode = SCNNode(geometry: shape)
    self.sceneView.scene.rootNode.addChildNode(shapeNode)

        shapeNode.geometry?.firstMaterial?.isDoubleSided = true
        shapeNode.geometry!.firstMaterial?.diffuse.contents = UIColor.blue
        shapeNode.position.z = -0.2
        shapeNode.eulerAngles.x = -.pi / 2
    }
还尝试将点转换为米

arrayCGPoints.append(CGPoint(x: location.x/100, y: location.y/100))

仍然不工作

这将在@0,0,0处绘制一个节点,勾勒出该人从中拖动的内容,将屏幕坐标转换为世界坐标。我创建了一个单独的SCInvector3数组,它们是3d空间中的坐标(您可以在屏幕上的这些点上放置一些节点来证明位置)。还要注意,追加是x,z,z(不是scenepoint.y)。我的相机从0,15,0.1看0,0,0。这至少会让你看到z发生了什么,希望能回答你提出的问题

如果您希望生成的形状与用户触摸的确切位置保持一致,这里没有解决这个问题

var shapeNode = SCNNode()

func updateBazierPath()
{
    for vPoints in arrayCGPoints
    {
        let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
        let scenePoint = gameScene.unprojectPoint(SCNVector3(vPoints.x, vPoints.y, CGFloat(projectedPoint.z)))
        scenePoints.append(SCNVector3(scenePoint.x, scenePoint.z, scenePoint.z))
    }
    let bezierPath = UIBezierPath()
    bezierPath.move(to: CGPoint(x: CGFloat(scenePoints[0].x), y: CGFloat(scenePoints[0].y)))
    for vCount in 1...scenePoints.count - 1
    {
        bezierPath.addLine(to: CGPoint(x: CGFloat(scenePoints[vCount].x), y: CGFloat(scenePoints[vCount].y)))
    }
    bezierPath.close()

    shapeNode.removeFromParentNode()
    let shape = SCNShape(path: bezierPath, extrusionDepth: 0.5)
    shapeNode = SCNNode(geometry: shape)
    shapeNode.geometry?.firstMaterial?.isDoubleSided = true
    shapeNode.geometry!.firstMaterial?.diffuse.contents = UIColor.yellow
    //let action = SCNAction.repeatForever(SCNAction.rotate(by: .pi, around: SCNVector3(1, 0, 0), duration: 5))
    //shapeNode.runAction(action)
    shapeNode.position = SCNVector3(0, 0, 0)
    shapeNode.eulerAngles.x = -.pi / 2
    gNodes.gameNodes.addChildNode(shapeNode)
}

我尝试了您的解决方案,但线条显示出现问题,例如,我的z位置出现错误,对pathIs sceneview渲染的影响不正确