【问题标题】:Why SCNPhysicsBody resets position when set eulerAngles?为什么设置 eulerAngles 时 SCNPhysicsBody 会重置位置?
【发布时间】:2016-03-09 15:16:47
【问题描述】:

我正在尝试使用 SceneKit 为 tvOS 开发游戏,但遇到了问题。 当我在向physicsBody 施加脉冲之前设置节点的eulerAngle 时,节点会重置到他的原始位置。

我期待看到节点在地板平面上四处移动,但在每次点击时,节点都会在施加脉冲之前移动到原点位置。

我是使用这个框架的新手,所以我想知道错误在哪里。 我正在使用带有 tvOS 9.0 和 XCode 7.1.1 的新 AppleTV

要重现它,您可以创建一个新的 xcode 项目(用于 tvOS 的游戏)并将 GameViewController.m 替换为以下代码:

#import "GameViewController.h"

SCNNode *ship;
SCNNode *node;
SCNNode *ground;

@implementation GameViewController

- (void)viewDidLoad
{
    [super viewDidLoad];

    // create a new scene
    SCNScene *scene = [[SCNScene alloc] init];
    scene.physicsWorld.gravity = SCNVector3Make(0, -800, 0);

    // create and add a camera to the scene
    SCNNode *cameraNode    = [SCNNode node];
    cameraNode.camera      = [SCNCamera camera];
    cameraNode.camera.zFar = 10000;
    [scene.rootNode addChildNode:cameraNode];

    // place the camera
    cameraNode.position = SCNVector3Make(0, 64, 64);

    // create and add a light to the scene
    SCNNode *lightNode   = [SCNNode node];
    lightNode.light      = [SCNLight light];
    lightNode.light.type = SCNLightTypeOmni;
    lightNode.position   = SCNVector3Make(0, 10, 10);
    [scene.rootNode addChildNode:lightNode];

    // create and add an ambient light to the scene
    SCNNode *ambientLightNode    = [SCNNode node];
    ambientLightNode.light       = [SCNLight light];
    ambientLightNode.light.type  = SCNLightTypeAmbient;
    ambientLightNode.light.color = [UIColor darkGrayColor];
    [scene.rootNode addChildNode:ambientLightNode];

    SCNGeometry *geometry;
    SCNMaterial *material;
    SCNNode *tempNode;
    SCNPhysicsShape* shape;
    SCNPhysicsBody* body;

    //--
    SCNScene *loaded = [SCNScene sceneNamed:@"art.scnassets/ship.scn"];
    tempNode = [loaded.rootNode childNodeWithName:@"ship" recursively:YES];

    geometry = [SCNCylinder cylinderWithRadius:16 height:8];
    shape    = [SCNPhysicsShape shapeWithGeometry:geometry options:nil];

    tempNode.physicsBody = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeDynamic shape:shape];
    tempNode.physicsBody.restitution      = 1;
    tempNode.physicsBody.friction         = 0.25;
    tempNode.physicsBody.categoryBitMask  = 2;
    tempNode.physicsBody.collisionBitMask = 1;
    tempNode.position = SCNVector3Make(32, 32, 0);
    [scene.rootNode addChildNode:tempNode];
    ship = tempNode;

    //--
    geometry = [SCNCylinder cylinderWithRadius:16 height:8];

    material = [[SCNMaterial alloc] init];
    material.diffuse.contents = UIColor.yellowColor;
    geometry.materials        = @[material];

    shape = [SCNPhysicsShape shapeWithGeometry:geometry options:nil];
    body  = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeDynamic shape:shape];

    tempNode = [SCNNode nodeWithGeometry: geometry];
    tempNode.physicsBody                  = body;
    tempNode.physicsBody.restitution      = 1;
    tempNode.physicsBody.friction         = 0.25;
    tempNode.physicsBody.categoryBitMask  = 2;
    tempNode.physicsBody.collisionBitMask = 1;
    tempNode.position = SCNVector3Make(0, 32, 0);
    [scene.rootNode addChildNode:tempNode];
    node = tempNode;

    //--
    geometry = [[SCNFloor alloc] init];

    material = [[SCNMaterial alloc] init];
    material.diffuse.contents = UIColor.blueColor;
    geometry.materials        = @[material];

    shape = [SCNPhysicsShape shapeWithGeometry:geometry options:nil];
    body  = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeKinematic shape:shape];

    tempNode = [SCNNode nodeWithGeometry: geometry];
    tempNode.physicsBody = body;
    tempNode.physicsBody.categoryBitMask = 1;
    [scene.rootNode addChildNode:tempNode];
    ground = tempNode;

    //--
    SCNLookAtConstraint * constraint = [SCNLookAtConstraint lookAtConstraintWithTarget: ground];
    constraint.gimbalLockEnabled = YES;
    cameraNode.constraints = @[constraint];

    // configure the SCNView
    SCNView *scnView = (SCNView *)self.view;
    scnView.scene = scene;
    scnView.allowsCameraControl = NO;
    //scnView.antialiasingMode = SCNAntialiasingModeMultisampling2X;
    scnView.debugOptions = SCNDebugOptionShowPhysicsShapes;
    scnView.showsStatistics = YES;
    scnView.backgroundColor = [UIColor blackColor];

    // add a tap gesture recognizer
    UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleTap:)];
    NSMutableArray *gestureRecognizers = [NSMutableArray array];
    [gestureRecognizers addObject:tapGesture];
    [gestureRecognizers addObjectsFromArray:scnView.gestureRecognizers];
    scnView.gestureRecognizers = gestureRecognizers;
}

- (void) handleTap:(UIGestureRecognizer*)gestureRecognize
{
    float x = (rand() / (float)RAND_MAX) - 0.5f;
    float y = (rand() / (float)RAND_MAX) - 0.5f;
    float speed = (rand() / (float)RAND_MAX) * 300;

    CGPoint velocity = CGPointMake(x, y);
    float angle = [self AngleBetween:velocity And:CGPointMake(1, 0)] + M_PI_2;

    [node.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];
    [ship.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];

    // if comment these lines the problem doesn't appears
    node.eulerAngles = SCNVector3Make(0, angle, 0);
    ship.eulerAngles = SCNVector3Make(0, angle, 0);
}

- (void)didReceiveMemoryWarning
{
    [super didReceiveMemoryWarning];
}

- (float) AngleBetween:(CGPoint)_origin And:(CGPoint)_destination
{
    float dotProduct = (_origin.x * _destination.x) + (_origin.y * _destination.y);
    float perpDotProduct = (_origin.x * _destination.y) - (_origin.y * _destination.x);

    return -atan2f(-perpDotProduct, dotProduct);
}

@end

如果您注释设置欧拉角的行(在 handleTap 方法中),则不会出现问题。

【问题讨论】:

    标签: objective-c scenekit tvos apple-tv scnnode


    【解决方案1】:

    我找到了问题的答案。

    基于这个答案: https://stackoverflow.com/a/28921103/2845875

    我意识到我必须在应用转换之前从场景树中删除节点,然后重新插入它们。

    下面是我的示例,代码如下:

    SCNNode *root = node.parentNode;
    [node removeFromParentNode];
    [ship removeFromParentNode];
    
    [node.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];
    [ship.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];
    
    node.eulerAngles = SCNVector3Make(0, angle, 0);
    ship.eulerAngles = SCNVector3Make(0, angle, 0);
    
    [root addChildNode:node];
    [root addChildNode:ship];
    

    【讨论】:

      【解决方案2】:

      来自 Apple 的 SCNPhysicsBody 文档:

      如果您更改受物理影响的节点的变换值(或作为变换组件的任何其他属性,例如位置和旋转),SceneKit 会重置该节点的物理模拟。

      物理模拟值在 presentationNode 属性中。因此,在您的情况下,要走的路是在应用转换之前复制表示节点的位置,然后将其写回:

      SCNVector3 nodePosition = [[node presentationNode] position];
      SCNVector3 shipPosition = [[ship presentationNode] position];
      
      [node.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];
      [ship.physicsBody applyForce:SCNVector3Make(velocity.x*speed, 0, velocity.y*speed) impulse:YES];
      
      // if comment these lines the problem doesn't appears
      node.eulerAngles = SCNVector3Make(0, angle, 0);
      ship.eulerAngles = SCNVector3Make(0, angle, 0);
      
      [node setPosition: nodePosition];
      [ship setPosition: shipPosition];
      

      【讨论】:

      • 嗯。即使我没有为我的节点分配物理体,我也遇到了这个问题。
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