ARKit - Ball没有穿过“SCNTorus”洞

问题描述 投票:1回答:2

我在ARKit上遇到了一个问题,我需要帮助。我正在制作一个小演示,我在场景中放置一个简单的SCNTorus几何体,我试图将一个小球(SCNSphere)扔进圆环洞。问题是球在中间弹跳而不是通过。环面的代码是:

let ring = SCNTorus(ringRadius: 0.4, pipeRadius: 0.1)
ring.ringSegmentCount = 100

let ringMaterial = SCNMaterial()
ringMaterial.diffuse.contents = UIImage(named: "art.scnassets/Ball/BeachBallColor.jpg")

ring.materials = [ringMaterial]

let ringNode = SCNNode()
ringNode.position = SCNVector3(x: location.worldTransform.columns.3.x,
                               y: location.worldTransform.columns.3.y + 0.8,
                               z: location.worldTransform.columns.3.z)

ringNode.geometry = ring

let body = SCNPhysicsBody(type: SCNPhysicsBodyType.kinematic,
                               shape: nil)
body.categoryBitMask = CollisionTypes.wall.rawValue
body.collisionBitMask = CollisionTypes.beachball.rawValue
// body.contactTestBitMask = CollisionTypes.beachball.rawValue
body.isAffectedByGravity = false
body.mass = 0.5

ringNode.physicsBody = body

sceneView.scene.rootNode.addChildNode(ringNode)

对于球:

let node = SCNNode(geometry: sphere!)
node.renderingOrder = 10

let body = SCNPhysicsBody(type: SCNPhysicsBodyType.dynamic,shape: nil)
body.categoryBitMask = CollisionTypes.beachball.rawValue
body.collisionBitMask = CollisionTypes.solid.rawValue|CollisionTypes.wall.rawValue|CollisionTypes.beachball.rawValue
// body.contactTestBitMask = CollisionTypes.fireball.rawValue|CollisionTypes.wall.rawValue
body.isAffectedByGravity = true
body.mass = 0.5
body.restitution = 0.75
body.damping = 0.1
body.friction = 0.8

node.physicsBody = body
swift ios11 augmented-reality xcode9 arkit
2个回答
1
投票

用于创建物理实体的代码(体型kinametic和shape nil)导致几何体的简化“凸包”表示。简单地说,您看到的几何体是圆环面,但用于碰撞检测的几何体不是。

这行(obj c)代码实际上来自Apple示例代码项目之一:

_torus.physicsBody = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeStatic shape:[SCNPhysicsShape shapeWithGeometry:_torus.geometry options: @{SCNPhysicsShapeTypeKey : SCNPhysicsShapeTypeConcavePolyhedron} ] ];

换句话说,您需要使用SCNPhysicsShapeTypeConcavePolyhedron键值(仅适用于静态实体)创建基于几何体本身的静态类型实体和形状,以最终更准确地表示环面几何体作为物理实体。

有关详细信息,请参阅:https://developer.apple.com/documentation/scenekit/scnphysicsshape


0
投票

谢谢!这行得通!有代码:

    let ring = SCNTorus(ringRadius: 0.4, pipeRadius: 0.1)
    ringNode.geometry = ring

    let shapeOptions = [ SCNPhysicsShape.Option.type : SCNPhysicsShape.ShapeType.concavePolyhedron]
    let physicShape = SCNPhysicsShape(geometry: ring, options: shapeOptions)

    let body = SCNPhysicsBody(type: SCNPhysicsBodyType.kinematic,
                              shape: physicShape)
    body.categoryBitMask = CollisionTypes.wall.rawValue
    body.collisionBitMask = CollisionTypes.beachball.rawValue
    body.isAffectedByGravity = false
    body.mass = 0.5
    ringNode.physicsBody = body
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