我希望创建一个类似于太阳使用 SceneKit 照亮地球的方式的光源。这是一个业余天文类(class)项目。由于太阳比地球大,全向 SCNLight 是行不通的,因为它发出的光是从一个点发出的。从太阳发出的光基本上是从一个非常大的球体发出的,而不是一个点。
该图像是使用全向光源创建的,但并未真实地显示地球的阴影区域。具体来说,北极没有点亮,但应该点亮(在这种情况下,我们在夏天。
第二张图像更逼真,您可以看到北极被照亮,就像在夏天一样。
问题是要获得第二张图像,我必须非常繁琐地定位定向光才能使图像正确(这是我手动完成的。对于第一张图像,我只是将全向光定位在与太阳相同的位置领域)。由于整个事情都是为了动画,使用定向光并且必须随着地球沿着其轨道前进而不断地重新定位它,这将需要一些相当复杂的数学计算。
所以我想创建一个使用以编程方式创建的模型 I/O 灯对象初始化的 SCNLight。根据 Apple 的“文档”,在 Swift 中,可以使用 initializer from a specified model I/O light object 创建 SCNLight ,据我所知允许创建 "light source [that] illuminates a scene in all directions from an area in the shape of a disc"
“文档”说明了“创建灯光”的以下内容:
init(mdlLight: MDLLight)
它被定义为一个方便的初始化程序:
convenience init(mdlLight: MDLLight)
我希望能够做到以下几点:
let lightModelObject = MDLLight()
lightModelObject.lightType = .discArea
let discShapedSceneLight = SCNLight(lightModelObject) //cannot convert value ... error.
但最后一条语句让我得到一个:“无法将‘MDLLight’类型的值转换为预期的参数类型‘NSCoder’”错误。我也试过:
let discShapedSceneLight = SCNLight.init(lightModelObject)
但也没有运气。
我完全被困住了!感觉就像在 Swift 中使用初始化器有一些基本的东西我不明白。
任何评论将不胜感激。
编辑 :我还在objective-C中尝试了以下内容,根据相同的文档:
#import <ModelIO/MDLLight.h>
...
SCNLight *discLight = [SCNLight light];
MDLPhysicallcPlausibleLight *ppl = [MDLPhysicallyPlausibleLight lightWithSCNLight:discLight];
但收到此错误:“选择器'lightWithSCNLight:'没有已知的类方法”
编辑 :
感谢@EmilioPelaez 解决了这个问题。
我已经将带有所需照明的完整代码放在下面,也许它会对其他人有所帮助。
import UIKit
import QuartzCore
import SceneKit
import SceneKit.ModelIO
class GameViewController: UIViewController {
var scnView:SCNView!
var scnScene:SCNScene!
var cameraNode:SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
setupView()
setupScene()
setupCamera()
drawSolarSystem()
}
func setupView() {
scnView = self.view as! SCNView
scnView.showsStatistics = true
scnView.allowsCameraControl = true
scnView.autoenablesDefaultLighting = false
}
func setupScene() {
scnScene = SCNScene()
scnView.scene = scnScene
scnScene.background.contents = UIColor.systemBlue
}
func setupCamera() {
cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: 0, y: 0, z: 10)
scnScene.rootNode.addChildNode(cameraNode)
}
func drawSolarSystem() {
var geometryObject:SCNGeometry
//SUN object and light source
let sunX:Float = -3.5 ///position a little off to the left of center
//create the material for the Sun's surface
let sunMaterial = SCNMaterial()
sunMaterial.emission.contents = UIColor.yellow ///the color the material emits.
// sunMaterial.transparency = 0.3
// sunMaterial.diffuse.contents = UIColor.systemYellow ///the color the material reflects when lit.
//create the Sphere and assign it the material
geometryObject = SCNSphere(radius: 1.0)
geometryObject.firstMaterial=sunMaterial
//create the node and assign it the geometry (object) previously created.
let sunNode = SCNNode(geometry: geometryObject)
sunNode.position = SCNVector3(x:sunX, y:0, z:0)
scnScene.rootNode.addChildNode(sunNode)
//create the light source and position it same place as the sun
//create an MDLAreaLight, since the "normal" SCNLight types - such as omni - are not suitable.
//The .omni type emanates from a point, and so doesn't correctly represent the sun lighting the earth
let lightModelObject = MDLAreaLight()
lightModelObject.lightType = .discArea
// lightModelObject.areaRadius = 5.01 ///This doesn't appear to affect the light.
//create the node and assign it the MDLAreaLight
let sunLightNode = SCNNode()
sunLightNode.light = SCNLight(mdlLight:lightModelObject)
sunLightNode.light?.color = UIColor .white
sunLightNode.position = SCNVector3(x:sunX, y:0, z:0)
scnScene.rootNode.addChildNode(sunLightNode)
//EARTH EQUATORIAL PLANE but centered on the Sun
let floorObject = SCNFloor()
floorObject.reflectivity = 0
floorObject.width = 2
floorObject.length = 3
let earthEquatorialPlaneNode = SCNNode(geometry: floorObject)
earthEquatorialPlaneNode.position = SCNVector3(x:sunX, y:0, z:0)
scnScene.rootNode.addChildNode(earthEquatorialPlaneNode)
//EARTH main node - node with 2 subnodes, one sphere and one axis
///a node can only have a single geometry object attached. In order to attach multiple geometries, create a (parent) node without any geometry, and then attach subnodes with one geometry each.
//The parent node
let earthNode = SCNNode()
earthNode.position = SCNVector3(x: 0, y:-1.2, z:0)
scnScene.rootNode.addChildNode(earthNode)
//the child node for the earth axis of rotation object
geometryObject = SCNCylinder(radius: 0.01, height: 1.2)
let earthAxisNode = SCNNode(geometry: geometryObject)
earthNode.addChildNode(earthAxisNode)
//the child node for the earth sphere object
geometryObject = SCNSphere(radius: 0.5)
let earthSphereNode = SCNNode(geometry: geometryObject)
earthNode.addChildNode(earthSphereNode)
//put some meridians and an equator onto the sphere.
let earthSphereMaterial = SCNMaterial()
geometryObject.firstMaterial = earthSphereMaterial
earthSphereMaterial.diffuse.contents = "coordinateGrid.png"
earthSphereMaterial.lightingModel = .lambert
}
override var shouldAutorotate: Bool {
return true
}
override var prefersStatusBarHidden: Bool {
return true
}
}
最佳答案
如果您添加 import SceneKit.ModelIO
您应该能够使用当前不起作用的初始化程序。
关于ios - 如何使用 Swift 在 SceneKit 中创建一个圆盘形光源,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62395798/