我无法启动didBeginContact方法,我已经尝试了一段时间,但无法发现错误,可以使用新的方法:
- (void)viewDidLoad {
[super viewDidLoad];
self.lastRender = nil;
self.accelX = 0.0;
self.accelY = 0.0;
self.accelZ = 0.0;
self.isLooping = TRUE;
self.tripWire = TRUE;
self.lastPaddleNode = [[SCNNode alloc] init];
self.paddleNode = [[SCNNode alloc] init];
SCNPlane* paddlePlane = [SCNPlane planeWithWidth:0.067056 height:0.138176];
self.paddleNode.geometry = paddlePlane;
self.paddleNode.geometry.firstMaterial.diffuse.contents = [UIColor colorWithRed:133.0/255.0f green:158.0/255.0f blue:122.0/255.0f alpha:0.8];
self.paddleNode.simdTransform = matrix_identity_float4x4;
self.paddleNode.name = @"paddle";
SCNPhysicsBody* paddlePhys = [[SCNPhysicsBody alloc] init];
paddlePhys.type = SCNPhysicsBodyTypeDynamic;
paddlePhys.physicsShape = [SCNPhysicsShape shapeWithGeometry:paddlePlane options:nil];
//paddlePhys.affectedByGravity = FALSE;
paddlePhys.categoryBitMask = SCNPhysicsCollisionCategoryAll;
paddlePhys.collisionBitMask = SCNPhysicsCollisionCategoryAll;
paddlePhys.contactTestBitMask = SCNPhysicsCollisionCategoryAll;
paddlePhys.usesDefaultMomentOfInertia = TRUE;
self.paddleNode.physicsBody = paddlePhys;
SCNNode* ball = [[SCNNode alloc] init];
SCNPhysicsBody* phys = [[SCNPhysicsBody alloc] init];
phys.type = SCNPhysicsBodyTypeDynamic;
SCNSphere* sphere = [SCNSphere sphereWithRadius:0.067f];
phys.physicsShape = [SCNPhysicsShape shapeWithGeometry:sphere options:nil];
ball.geometry = sphere;
ball.geometry.firstMaterial.diffuse.contents = [UIColor yellowColor];
//phys.affectedByGravity = FALSE;
phys.categoryBitMask = SCNPhysicsCollisionCategoryAll;
phys.collisionBitMask = SCNPhysicsCollisionCategoryAll;
phys.contactTestBitMask = SCNPhysicsCollisionCategoryAll;
phys.usesDefaultMomentOfInertia = TRUE;
phys.velocityFactor = SCNVector3Make(10.0, 10.0, 10.0);
ball.physicsBody = phys;
ball.physicsBody.continuousCollisionDetectionThreshold = 0.134f;
ball.simdPosition = simd_make_float3(0.0, 0.27, -0.27);
ball.name = @"ball";
//phys.velocityFactor = SCNVector3Make(10, 10, 10);
[self.sceneView setPreferredFramesPerSecond:60];
self.locationManager = [[CLLocationManager alloc] init];
self.locationManager.delegate = self;
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest;
// Set the view's delegate
self.sceneView.delegate = self;
// Show statistics such as fps and timing information
self.sceneView.showsStatistics = YES;
//phys.velocityFactor = SCNVector3Make(10, 10, 10);
// Create a new scene
SCNScene* scene = [[SCNScene alloc] init];
scene.physicsWorld.contactDelegate = self;
self.sceneView.scene = scene;
[locationManager startUpdatingHeading];
while(!(self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 359)) {
NSLog(@"heading: %f", self.locationManager.heading.trueHeading);
if (self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 359) {
break;
}
}
[self.sceneView.scene.rootNode addChildNode:self.paddleNode];
[self.sceneView.scene.rootNode addChildNode:ball];
[self startUpdates];
}
我现在要写的只是当我的游戏中的两个节点发生碰撞时触发的委托方法:
- (void)physicsWorld:(SCNPhysicsWorld *)world didBeginContact:(SCNPhysicsContact *)contact {
NSLog(@"in didBeginContact");
CollisionCategory contactMask =
contact.nodeA.physicsBody.categoryBitMask | contact.nodeB.physicsBody.categoryBitMask;
// first, sort out what kind of collision
if (contactMask == (CollisionCategoryPaddle | CollisionCategoryBall)) {
// next, sort out which body is the missile and which is the rocket
// and do something about it
if (contact.nodeA.physicsBody.categoryBitMask == CollisionCategoryPaddle) {
NSLog(@"nodeA is paddle!");
//[self hitRocket:contact.nodeB withMissile:contact.nodeA];
} else {
NSLog(@"nodeB is paddle!");
//[self hitRocket:contact.nodeA withMissile:contact.nodeB];
}
}
}
注意我知道我正在使用SCNPhysicsCollisionCategoryAll
,然后在该方法中检查其他类型的位掩码。那不是我的问题,我的问题是在那之前,我从未见过该日志语句,这是我的didBeginContact
委托方法的第一行:
NSLog(@"in didBeginContact");
为什么我的方法不触发?我想我正确设置了代表。谢谢。
UPDATE根据评论者的建议,我的viewDidLoad
现在看起来像这样:
- (void)viewDidLoad {
[super viewDidLoad];
// Create a new scene
SCNScene* scene = [[SCNScene alloc] init];
scene.physicsWorld.contactDelegate = self;
self.sceneView.scene = scene;
// Set the view's delegate
self.sceneView.delegate = self;
SCNPlane* paddlePlane = [SCNPlane planeWithWidth:0.067056 height:0.138176];
self.paddleNode = [SCNNode nodeWithGeometry:paddlePlane];
self.paddleNode.geometry.firstMaterial.diffuse.contents = [UIColor colorWithRed:133.0/255.0f green:158.0/255.0f blue:122.0/255.0f alpha:0.8];
self.paddleNode.simdTransform = matrix_identity_float4x4;
self.paddleNode.name = @"paddle";
[self.sceneView.scene.rootNode addChildNode:self.paddleNode];
SCNPhysicsBody* paddlePhys = [[SCNPhysicsBody alloc] init];
paddlePhys.type = SCNPhysicsBodyTypeDynamic;
paddlePhys.physicsShape = [SCNPhysicsShape shapeWithGeometry:self.paddleNode.geometry options:@{SCNPhysicsShapeTypeKey: SCNPhysicsShapeTypeBoundingBox}];
//paddlePhys.affectedByGravity = FALSE;
paddlePhys.categoryBitMask = SCNPhysicsCollisionCategoryAll;
paddlePhys.collisionBitMask = SCNPhysicsCollisionCategoryAll;
paddlePhys.contactTestBitMask = SCNPhysicsCollisionCategoryAll;
//paddlePhys.usesDefaultMomentOfInertia = TRUE;
self.paddleNode.physicsBody = paddlePhys;
SCNNode* ball = [[SCNNode alloc] init];
[self.sceneView.scene.rootNode addChildNode:ball];
SCNPhysicsBody* phys = [[SCNPhysicsBody alloc] init];
phys.type = SCNPhysicsBodyTypeDynamic;
SCNSphere* sphere = [SCNSphere sphereWithRadius:0.067f];
phys.physicsShape = [SCNPhysicsShape shapeWithGeometry:sphere options:@{SCNPhysicsShapeTypeKey: SCNPhysicsShapeTypeConvexHull}];
ball.geometry = sphere;
ball.geometry.firstMaterial.diffuse.contents = [UIColor yellowColor];
//phys.affectedByGravity = FALSE;
phys.categoryBitMask = SCNPhysicsCollisionCategoryAll;
phys.collisionBitMask = SCNPhysicsCollisionCategoryAll;
phys.contactTestBitMask = SCNPhysicsCollisionCategoryAll;
phys.usesDefaultMomentOfInertia = TRUE;
phys.velocityFactor = SCNVector3Make(10.0, 10.0, 10.0);
ball.physicsBody = phys;
ball.physicsBody.continuousCollisionDetectionThreshold = 0.134f;
ball.simdPosition = simd_make_float3(0.0, 0.27, -0.27);
ball.name = @"ball";
//phys.velocityFactor = SCNVector3Make(10, 10, 10);
// Show statistics such as fps and timing information
self.sceneView.showsStatistics = YES;
self.locationManager = [[CLLocationManager alloc] init];
self.locationManager.delegate = self;
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest;
[locationManager startUpdatingHeading];
while(!(self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 358)) {
NSLog(@"heading: %f", self.locationManager.heading.trueHeading);
if (self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 358) {
break;
}
}
[self.sceneView setPreferredFramesPerSecond:60];
self.lastRender = nil;
self.accelX = 0.0;
self.accelY = 0.0;
self.accelZ = 0.0;
self.isLooping = TRUE;
self.tripWire = TRUE;
self.lastPaddleNode = [[SCNNode alloc] init];
[self startUpdates];
}
我确实同意评论者的意见,这可能是这里的订购方式存在问题,我只是看不到它是什么... helllppp,我是droowwnnninng ...
UPDATE我按如下方式更改了我的按位掩码,因为我只有两个对象,所以没有使用自定义枚举类型,所以我认为我只能使用...All
和...Default
,但它不能像这样工作。当我了解按位AND操作时,如果有人可以向我解释左手/右手部分,以及如何进行操作,我将尝试自定义枚举类型。
//Paddle
paddlePhys.categoryBitMask = SCNPhysicsCollisionCategoryDefault;
paddlePhys.collisionBitMask = SCNPhysicsCollisionCategoryAll;
paddlePhys.contactTestBitMask = SCNPhysicsCollisionCategoryAll;
...
//Ball
phys.categoryBitMask = SCNPhysicsCollisionCategoryAll;
phys.collisionBitMask = SCNPhysicsCollisionCategoryDefault;
phys.contactTestBitMask = SCNPhysicsCollisionCategoryDefault;
应该行吗?我现在也有这样的桨设置:
paddlePhys.type = SCNPhysicsBodyTypeKinematic;
paddlePhys.physicsShape = [SCNPhysicsShape shapeWithGeometry:self.paddleNode.geometry options:@{SCNPhysicsShapeTypeKey: SCNPhysicsShapeTypeBoundingBox}];
我的球是这个:
phys.type = SCNPhysicsBodyTypeDynamic;
phys.physicsShape = [SCNPhysicsShape shapeWithGeometry:sphere options:@{SCNPhysicsShapeTypeKey: SCNPhysicsShapeTypeConvexHull}];
我现在在一起:
- (void)viewDidLoad {
[super viewDidLoad];
self.sceneView.delegate = self;
// Show statistics such as fps and timing information
self.sceneView.showsStatistics = YES;
SCNScene* scene = [[SCNScene alloc] init];
// Create a new scene
SCNPlane* paddlePlane = [SCNPlane planeWithWidth:0.067056 height:0.138176];
paddlePlane.firstMaterial.doubleSided = YES;
self.paddleNode = [SCNNode nodeWithGeometry:paddlePlane];
self.paddleNode.geometry.firstMaterial.diffuse.contents = [UIColor colorWithRed:133.0/255.0f green:158.0/255.0f blue:122.0/255.0f alpha:0.8];
self.paddleNode.simdTransform = matrix_identity_float4x4;
self.paddleNode.name = @"paddle";
SCNPhysicsBody* paddlePhys = [[SCNPhysicsBody alloc] init];
paddlePhys.type = SCNPhysicsBodyTypeKinematic;
paddlePhys.physicsShape = [SCNPhysicsShape shapeWithGeometry:self.paddleNode.geometry options:@{SCNPhysicsShapeTypeKey: SCNPhysicsShapeTypeBoundingBox}];
//paddlePhys.affectedByGravity = FALSE;
paddlePhys.categoryBitMask = SCNPhysicsCollisionCategoryDefault;
paddlePhys.collisionBitMask = SCNPhysicsCollisionCategoryAll;
paddlePhys.contactTestBitMask = SCNPhysicsCollisionCategoryAll;
//paddlePhys.usesDefaultMomentOfInertia = TRUE;
self.paddleNode.physicsBody = paddlePhys;
self.paddleNode.simdPivot = [self makeTranslationMatrix:0 ty: 0 tz:0.1];
SCNNode* ball = [[SCNNode alloc] init];
SCNPhysicsBody* phys = [[SCNPhysicsBody alloc] init];
SCNSphere* sphere = [SCNSphere sphereWithRadius:0.067f];
phys.type = SCNPhysicsBodyTypeDynamic;
phys.physicsShape = [SCNPhysicsShape shapeWithGeometry:sphere options:@{SCNPhysicsShapeTypeKey: SCNPhysicsShapeTypeConvexHull}];
ball.geometry = sphere;
ball.geometry.firstMaterial.diffuse.contents = [UIColor yellowColor];
//phys.affectedByGravity = FALSE;
phys.categoryBitMask = SCNPhysicsCollisionCategoryAll;
phys.collisionBitMask = SCNPhysicsCollisionCategoryDefault;
phys.contactTestBitMask = SCNPhysicsCollisionCategoryDefault;
phys.usesDefaultMomentOfInertia = TRUE;
phys.velocityFactor = SCNVector3Make(10.0, 10.0, 10.0);
ball.physicsBody = phys;
ball.physicsBody.continuousCollisionDetectionThreshold = 0.134f;
ball.simdPosition = simd_make_float3(0.0, 0.27, -0.27);
ball.name = @"ball";
self.locationManager = [[CLLocationManager alloc] init];
self.locationManager.delegate = self;
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest;
[locationManager startUpdatingHeading];
while(!(self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 358)) {
NSLog(@"heading: %f", self.locationManager.heading.trueHeading);
if (self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 358) {
break;
}
}
[self.sceneView setPreferredFramesPerSecond:60];
self.lastRender = nil;
self.accelX = 0.0;
self.accelY = 0.0;
self.accelZ = 0.0;
self.isLooping = TRUE;
self.tripWire = TRUE;
self.lastPaddleNode = [[SCNNode alloc] init];
[scene.rootNode addChildNode:ball];
[scene.rootNode addChildNode:self.paddleNode];
scene.physicsWorld.contactDelegate = self;
self.sceneView.scene = scene;
[self startUpdates];
}
我还想知道问题是否出在CMDeviceMotion事件的块中,这是:
- (void)startUpdates {
//dispatch_queue_t myQueue = dispatch_queue_create("com.eamon.corona_pong", DISPATCH_QUEUE_SERIAL);
// Determine the update interval.
NSTimeInterval updateInterval = 1.0/60.0;
// Create a CMMotionManager object.
CMMotionManager *mManager = [(AppDelegate *)[[UIApplication sharedApplication] delegate] sharedManager];
if ([mManager isDeviceMotionAvailable] == YES) {
[mManager setDeviceMotionUpdateInterval:updateInterval];
// do something appropriate here
if ([CMMotionManager availableAttitudeReferenceFrames] & CMAttitudeReferenceFrameXTrueNorthZVertical) {
[mManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryCorrectedZVertical toQueue:[NSOperationQueue mainQueue] withHandler:^(CMDeviceMotion * _Nullable motion, NSError * _Nullable error) {
//[self handleMotionWrapper:motion];
[SCNTransaction begin];
[SCNTransaction setAnimationDuration:0];
//simd_float4x4 rotateY = [self makeYRotationMatrix:270.0];
//simd_float4x4 rotate = [self makeXRotationMatrix:270.0];
simd_float4x4 cameraTrans = self.sceneView.session.currentFrame.camera.transform;
simd_float4x4 temp = simd_mul(cameraTrans, [self makeYRotationMatrix:270.0]);
//simd_float4x4 rotated = simd_mul(temp, [self makeYRotationMatrix:135]);
simd_float4x4 transMatrixMotion = [self makeTranslationMatrix:self.lastPaddleNode.simdPosition.x ty:self.lastPaddleNode.simdPosition.y - 0.1 tz:self.lastPaddleNode.simdPosition.z];
self.paddleNode.simdPosition = simd_make_float3(simd_mul(simd_make_float4(temp.columns[3][0], temp.columns[3][1], temp.columns[3][2], 1.0), transMatrixMotion));
self.paddleNode.simdTransform = temp;
[SCNTransaction commit];
self.lastPaddleNode = self.paddleNode;
self.tripWire = FALSE;
}];
}
}
}
我仍在制定运动代码,但是我认为碰撞应该可以进行,即使我尚未按照我想要的方向正确调整桨板(我只需要将其绕y轴旋转90度即可,但事实证明这很烦人,但对于碰撞检测来说应该没关系,对吧?]
[另外,SCNPlane
呢,我也使SCNPlane
(桨)与doubleSided
属性的firstMaterial
属性成为双面,但这没有帮助,也许我需要使用浅的SCNBox ?我之前曾尝试过,但是也许我所做的一些更改意味着如果我用桨和SCNBox
而不是双面SCNPlane
,它将可以使用?
谢谢!
UPDATE我以为我会分享我的最新尝试,但是没有用,但我认为可能更近了,可能更容易发现问题:
typedef NS_OPTIONS(NSUInteger, CollisionCategory)
{
CollisionCategoryPaddle = 1 << 0,
CollisionCategoryBall = 1 << 1,
};
- (void)viewDidLoad {
[super viewDidLoad];
self.sceneView.delegate = self;
// Show statistics such as fps and timing information
self.sceneView.showsStatistics = YES;
SCNScene* scene = [[SCNScene alloc] init];
self.sceneView.scene = scene;
self.sceneView.scene.physicsWorld.contactDelegate = self;
// Create a new scene
SCNBox* paddlePlane = [SCNBox boxWithWidth:0.067056 height:0.138176 length:0.01 chamferRadius:0.0];
paddlePlane.firstMaterial.doubleSided = YES;
self.paddleNode = [SCNNode nodeWithGeometry:paddlePlane];
self.paddleNode.geometry.firstMaterial.diffuse.contents = [UIColor colorWithRed:133.0/255.0f green:158.0/255.0f blue:122.0/255.0f alpha:0.8];
self.paddleNode.simdTransform = matrix_identity_float4x4;
self.paddleNode.name = @"paddle";
[self.sceneView.scene.rootNode addChildNode:self.paddleNode];
SCNPhysicsBody* paddlePhys = [[SCNPhysicsBody alloc] init];
paddlePhys.type = SCNPhysicsBodyTypeKinematic;
paddlePhys.physicsShape = [SCNPhysicsShape shapeWithGeometry:self.paddleNode.geometry options:nil];
//paddlePhys.affectedByGravity = FALSE;
paddlePhys.categoryBitMask = CollisionCategoryPaddle;
paddlePhys.collisionBitMask = CollisionCategoryBall;
paddlePhys.contactTestBitMask = CollisionCategoryBall;
//paddlePhys.usesDefaultMomentOfInertia = TRUE;
self.paddleNode.physicsBody = paddlePhys;
SCNPhysicsBody* phys = [[SCNPhysicsBody alloc] init];
SCNSphere* sphere = [SCNSphere sphereWithRadius:0.067f];
self.ballNode = [[SCNNode alloc] init];
self.ballNode.name = @"ball";
self.ballNode.geometry = sphere;
self.ballNode.geometry.firstMaterial.diffuse.contents = [UIColor yellowColor];
//self.ballNode.physicsBody.continuousCollisionDetectionThreshold = (CGFloat)0.134f;
self.ballNode.simdPosition = simd_make_float3(0.0, 0.27, -0.27);
[self.sceneView.scene.rootNode addChildNode:self.ballNode];
phys.type = SCNPhysicsBodyTypeDynamic;
phys.physicsShape = [SCNPhysicsShape shapeWithGeometry:self.ballNode.geometry options:nil];
phys.categoryBitMask = CollisionCategoryBall;
phys.collisionBitMask = CollisionCategoryPaddle;
phys.contactTestBitMask = CollisionCategoryPaddle;
//phys.usesDefaultMomentOfInertia = TRUE;
//phys.velocityFactor = SCNVector3Make(10.0, 10.0, 10.0);
self.ballNode.physicsBody = phys;
//phys.affectedByGravity = FALSE
self.locationManager = [[CLLocationManager alloc] init];
self.locationManager.delegate = self;
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest;
[locationManager startUpdatingHeading];
while(!(self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 358)) {
NSLog(@"heading: %f", self.locationManager.heading.trueHeading);
if (self.locationManager.heading.trueHeading <= 360 && self.locationManager.heading.trueHeading >= 358) {
break;
}
}
[self.sceneView setPreferredFramesPerSecond:60];
self.lastRender = nil;
self.accelX = 0.0;
self.accelY = 0.0;
self.accelZ = 0.0;
self.isLooping = TRUE;
self.tripWire = TRUE;
self.lastPaddleNode = [[SCNNode alloc] init];
[self startUpdates];
}
我也尝试过这种方式,尽管我不确定我是否使用正确:
phys.physicsShape = [SCNPhysicsShape shapeWithGeometry:self.ballNode.geometry options:@{SCNHitTestOptionCategoryBitMask:[NSNumber numberWithUnsignedInt:CollisionCategoryBall], SCNPhysicsTestCollisionBitMaskKey:[NSNumber numberWithUnsignedInt:CollisionCategoryPaddle]}];
1。)将scene
添加到sceneView
2.)声明将要用于物理的物体的节点。3.)对实例化的对象(颜色等)进行必要的修改。
超重要4.)仅在上述步骤(1、2和3)之后,才将physicsBody
详细信息添加到对象! (又名node.physicsBody.xxx
)
我认为SceneKit
处理这部分内容的方法很荒谬,需要修改。在尚未将SCNNode尚未添加到场景中的情况下,由于您实例化其属性的顺序而导致花费过多时间:(