我有一个基于关卡的游戏,因此我使用 Xcode 场景编辑器创建关卡,但在检测对象之间的碰撞时遇到了问题,这些对象是在单独的场景中创建并作为引用节点拖入游戏场景的。
似乎如果我尝试创建一个对象的物理体,它在我创建它的 .scn 文件中用作引用节点,那么该物理体不会被游戏场景中的节点引用,但是直接在场景编辑器中创建的属性是。
如果我尝试通过代码设置实际上是引用节点的每个节点的物理体,它确实设置了它(物理体不是零),但未检测到碰撞。
这是我设置物理体的代码:
// player (I want to be notified when player collides with any walls)
playerNode = level1Scene.rootNode.childNodeWithName("playerNode", recursively: true)!
playerNode.physicsBody = SCNPhysicsBody(type: .Dynamic, shape: nil)
playerNode.physicsBody?.affectedByGravity = false
playerNode.physicsBody?.categoryBitMask = PhysicsCategory.Player.rawValue
playerNode.physicsBody?.collisionBitMask = PhysicsCategory.Wall.rawValue
playerNode.physicsBody?.contactTestBitMask = PhysicsCategory.Wall.rawValue
//wall from separate .scn file
let wallScene = SCNScene(named: "wallObject.scn")
let wall = wallScene!.rootNode.childNodeWithName("wall", recursively: true)!
wall.physicsBody = SCNPhysicsBody(type: .Kinematic, shape: nil)
wall.physicsBody?.categoryBitMask = PhysicsCategory.Wall.rawValue
wall.physicsBody?.collisionBitMask = PhysicsCategory.Player.rawValue
wall.physicsBody?.contactTestBitMask = PhysicsCategory.Player.rawValue
// walls that are reference nodes of the wall and are located in game scene
let wall2 = level1Scene.rootNode.childNodeWithName("wallObject reference", recursively: true)!
wall2.physicsBody = SCNPhysicsBody(type: .Kinematic, shape: nil)
wall2.physicsBody?.categoryBitMask = PhysicsCategory.Wall.rawValue
wall2.physicsBody?.collisionBitMask = PhysicsCategory.Player.rawValue
wall2.physicsBody?.contactTestBitMask = PhysicsCategory.Player.rawValue
print(wall2.physicsBody!) // prints <SCNPhysicsBody: 0x7fe5f9dc75a0>
我不会因任何接触而与我联系,玩家也不会在接触时与任何墙壁发生物理碰撞。我已使类符合 SCNPhysicsContactDelegate
协议(protocol):
extension GameViewController: SCNPhysicsContactDelegate {
func physicsWorld(world: SCNPhysicsWorld, didBeginContact contact: SCNPhysicsContact) {
playerNode.physicsBody?.velocity = SCNVector3Zero
print("player and wall collided")
}
}
并将联系人委托(delegate)设置为我的游戏场景:
level1Scene.physicsWorld.contactDelegate = self
这两天我一直在努力让它工作,但没有成功。当我使用 Sprite Kit 时,我几乎总能找到与我的问题相关的帖子,甚至在发布我的问题时,我也会得到答案。但是我猜 Scene Kit 并不流行,我找不到任何东西。
如果您确实知道我错在哪里或如何在代码中检测到碰撞,请告诉我。
最佳答案
我根据您发布的代码粗略地拼凑了一个示例,唯一的“问题”是它有效,因为成功调用了联系人委托(delegate)。本例中的玩家几何体是 SceneKit 宇宙飞船,而 wall2 是一个添加到另一个场景中的 SCNBox,然后从 Finder 拖到飞船场景中。我已经包括了重力,所以船刚好落在墙上。
对象是否相互反弹,只是您的联系人委托(delegate)未被调用?或者物体是否相互穿过。我还想知道您是如何移动播放器对象来引起接触的?
import UIKit
import QuartzCore
import SceneKit
let colors = [UIColor.redColor(), UIColor.brownColor(), UIColor.cyanColor(), UIColor.greenColor(), UIColor.yellowColor(), UIColor.blueColor()]
enum PhysicsCategory:Int {
case Player = 2
case Wall = 4
}
extension GameViewController: SCNPhysicsContactDelegate {
func physicsWorld(world: SCNPhysicsWorld, didBeginContact contact: SCNPhysicsContact) {
playerNode.geometry?.firstMaterial?.diffuse.contents = colors[Int(arc4random_uniform(UInt32(colors.count)))]
print("player and wall collided")
}
}
class GameViewController: UIViewController {
var playerNode:SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
//let scene = SCNScene()
let scene = SCNScene(named: "art.scnassets/ship.scn")!
//playerNode = SCNNode(geometry: SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0))
playerNode = scene.rootNode.childNodeWithName("ship", recursively: true)!
playerNode.geometry?.firstMaterial?.diffuse.contents = UIColor.redColor()
playerNode.physicsBody = SCNPhysicsBody(type: .Dynamic, shape: nil)
playerNode.physicsBody?.affectedByGravity = true
playerNode.physicsBody?.categoryBitMask = PhysicsCategory.Player.rawValue
playerNode.physicsBody?.collisionBitMask = PhysicsCategory.Wall.rawValue
playerNode.physicsBody?.contactTestBitMask = PhysicsCategory.Wall.rawValue
initPlayer()
//scene.rootNode.addChildNode(playerNode)
//let wall = SCNNode(geometry: SCNBox(width: 20, height: 0.25, length: 20, chamferRadius: 0))
let wallScene = SCNScene(named: "art.scnassets/wallObject.scn")
let wall = wallScene!.rootNode.childNodeWithName("wall", recursively: true)!
wall.physicsBody = SCNPhysicsBody(type: .Kinematic, shape: nil)
wall.physicsBody?.categoryBitMask = PhysicsCategory.Wall.rawValue
wall.physicsBody?.collisionBitMask = PhysicsCategory.Player.rawValue
wall.physicsBody?.contactTestBitMask = PhysicsCategory.Player.rawValue
//scene.rootNode.addChildNode(wall)
let wall2 = scene.rootNode.childNodeWithName("wallObject reference", recursively: true)!
wall2.physicsBody = SCNPhysicsBody(type: .Kinematic, shape: nil)
wall2.physicsBody?.categoryBitMask = PhysicsCategory.Wall.rawValue
wall2.physicsBody?.collisionBitMask = PhysicsCategory.Player.rawValue
wall2.physicsBody?.contactTestBitMask = PhysicsCategory.Player.rawValue
scene.physicsWorld.contactDelegate = self
// retrieve the SCNView
let scnView = self.view as! SCNView
scnView.playing = true
scnView.scene = scene
scnView.allowsCameraControl = true
scnView.autoenablesDefaultLighting = true
scnView.showsStatistics = true
scnView.backgroundColor = UIColor.lightGrayColor()
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
func handleTap(gestureRecognize: UIGestureRecognizer) {
initPlayer()
}
func initPlayer() {
playerNode.position = SCNVector3Make(0, 12, 0)
playerNode.eulerAngles = SCNVector3Make(Float(drand48() * M_PI/2), Float(drand48() * M_PI/2), Float(drand48() * M_PI/2))
playerNode.physicsBody?.velocity = SCNVector3Zero
playerNode.physicsBody?.angularVelocity = SCNVector4Zero
}
}
关于swift - 将类别、碰撞和接触位掩码分配给代码中的引用节点,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38737364/