我认为这里的问题是您实际上并没有删除您添加到层次结构中的SCNNodes。
虽然您通过调用 nodes.removeAll() 从我假设的 SCNNodes 数组中删除节点,但您首先需要从场景层次结构中实际删除它们。
因此,您需要在要删除的任何节点上调用以下函数:
removeFromParentNode()
很简单:
从其父节点的子节点数组中删除该节点。
因此,您会做这样的事情,首先从层次结构中删除节点,然后从数组中删除它们:
for nodeAdded in nodesArray{
nodeAdded.removeFromParentNode()
}
nodesArray.removeAll()
因此,根据提供的代码,您可以执行以下操作:
if nodes.count > 2 {
for nodeAdded in nodes{
nodeAdded.removeFromParentNode()
}
nodes.removeAll()
}
为了将来参考,如果你想从你的层次结构中删除所有SCNNodes,你也可以调用:
self.augmentedRealityView.scene.rootNode.enumerateChildNodes { (existingNode, _) in
existingNode.removeFromParentNode()
}
其中 self.augmentedRealityView 指的是变量:
var augmentedRealityView: ARSCNView!
这是一个非常基本的工作示例,基于您提供的代码(并从中修改):
/// Places A Marker Node At The Desired Tap Point
///
/// - Parameter sender: UITapGestureRecognizer
@objc func handleTap(_ sender: UITapGestureRecognizer) {
//1. Get The Current Tap Location
let currentTapLocation = sender.location(in: sceneView)
//2. Check We Have Hit A Feature Point
guard let hitTestResult = self.augmentedRealityView.hitTest(currentTapLocation, types: .featurePoint).first else { return }
//3. Get The World Position From The HitTest Result
let worldPosition = positionFromMatrix(hitTestResult.worldTransform)
//4. Create A Marker Node
createSphereNodeAt(worldPosition)
//5. If We Have Two Nodes Then Measure The Distance
if let distance = distanceBetweenNodes(){
print("Distance == \(distance)")
}
}
/// Creates A Marker Node
///
/// - Parameter position: SCNVector3
func createSphereNodeAt(_ position: SCNVector3){
//1. If We Have More Than 2 Nodes Remove Them All From The Array & Hierachy
if nodes.count >= 2{
nodes.forEach { (nodeToRemove) in
nodeToRemove.removeFromParentNode()
}
nodes.removeAll()
}
//2. Create A Marker Node With An SCNSphereGeometry & Add It To The Scene
let markerNode = SCNNode()
let markerGeometry = SCNSphere(radius: 0.01)
markerGeometry.firstMaterial?.diffuse.contents = UIColor.cyan
markerNode.geometry = markerGeometry
markerNode.position = position
sceneView.scene.rootNode.addChildNode(markerNode)
//3. Add It To The Nodes Array
nodes.append(markerNode)
}
/// Converts A matrix_float4x4 To An SCNVector3
///
/// - Parameter matrix: matrix_float4x4
/// - Returns: SCNVector3
func positionFromMatrix(_ matrix: matrix_float4x4) -> SCNVector3{
return SCNVector3(matrix.columns.3.x, matrix.columns.3.y, matrix.columns.3.z)
}
/// Calculates The Distance Between 2 Nodes
///
/// - Returns: Float?
func distanceBetweenNodes() -> Float? {
guard let firstNode = nodes.first, let endNode = nodes.last else { return nil }
let startPoint = GLKVector3Make(firstNode.position.x, firstNode.position.y, firstNode.position.z)
let endPoint = GLKVector3Make(endNode.position.x, endNode.position.y, endNode.position.z)
let distance = GLKVector3Distance(startPoint, endPoint)
return distance
}
有关可能有助于您的开发的测量应用程序示例,您可以查看此处:ARKit Measuring Example
希望对你有帮助...