我正在尝试使用 SCNPhysicsContactDelegate 构建一些项目,但我发现它太早检测到我的节点之间的接触。我需要它 100% 精确且正确。我附上过早接触检测的屏幕截图。 这是我的物理体代码:
节点A代码:
nodeA = SCNNode(geometry: SCNBox(width: 0.3, height: 0.3, length: 0.3, chamferRadius: 0.05))
nodeA.position = SCNVector3(0, 3.3, 0)
nodeA.geometry?.firstMaterial?.diffuse.contents = UIColor.red
nodeA.physicsBody = SCNPhysicsBody.dynamic()
nodeA.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeA, options: nil)
nodeA.physicsBody?.categoryBitMask = PhysicsCategories.nodeA
nodeA.physicsBody?.contactTestBitMask = PhysicsCategories.nodeB
nodeA.physicsBody?.isAffectedByGravity = false
nodeA.name = "nodeA"
nodeA.opacity = 0
self.scene.rootNode.addChildNode(self.nodeA)
节点B代码: (nodeB已经存在,所以我只添加物理体)
nodeB.physicsBody = SCNPhysicsBody.kinematic()
nodeB.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeB, options: nil)
nodeB.physicsBody?.categoryBitMask = PhysicsCategories.nodeB
nodeB.physicsBody?.contactTestBitMask = PhysicsCategories.nodeA
联系功能代码:
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
scene.isPaused = true
}
能否请有人帮我找到解决方案? 我期待你们的听证会。
谢谢雅库布
最佳答案
我找到了解决办法!这两行导致接触检测不精确:
nodeA.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeA, options: nil)
和 nodeB.physicsBody?.physicsShape = SCNPhysicsShape(node: nodeB, options: nil)
.
问题是,当您使用节点属性创建 SCNPhysicsShape() 时,它是不精确的,但是当您使用节点几何体创建它时,一切都完全正确且精确。 就我而言,解决方案如下所示(用这些行替换问题行):
nodeA.physicsBody?.physicsShape = SCNPhysicsShape(geometry: SCNBox(width: 0.3, height: 0.3, length: 0.3, chamferRadius: 0.05), options: nil)
和 nodeB.physicsBody?.physicsShape = SCNPhysicsShape(geometry: SCNBox(width: 0.1, height: 0.5, length: 1, chamferRadius: 0), options: nil)
关于ios - swift 场景Kit : Why does it detect contact between nodes too early?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59040267/