如何在SceneKit中正确设置碰撞?

问题描述 投票:0回答:1

我在碰撞检测方面遇到问题。

当前设置

1)我用ViewController扩展了SCNPhysicsContactDelegate类:

class ViewController: UIViewController, SCNPhysicsContactDelegate

2)我设置了一个OptionSet来管理碰撞类别:

// Collisions
struct CollisionCategory: OptionSet {
    let rawValue: Int

    static let CoinsCategory = CollisionCategory(rawValue: 0)        // Coin SCNNode
    static let CarCategory = CollisionCategory(rawValue : 1)         // Car SCNNode
    static let FinishLineCategory = CollisionCategory(rawValue: 2)   // FinishLine SCNNode
}

3)我设置了所有的categoryBitMaskcontactTestBitMaskcollisionBitMask

// Setup car
carNode.physicsBody?.categoryBitMask = CollisionCategory.CarCategory.rawValue
carNode.physicsBody?.contactTestBitMask = CollisionCategory.CoinsCategory.rawValue | CollisionCategory.FinishLineCategory.rawValue
carNode.physicsBody?.collisionBitMask = CollisionCategory.CoinsCategory.rawValue | CollisionCategory.FinishLineCategory.rawValue

// Setup finishLine
planeNode.physicsBody?.categoryBitMask = CollisionCategory.FinishLineCategory.rawValue
planeNode.physicsBody?.contactTestBitMask = CollisionCategory.CarCategory.rawValue
planeNode.physicsBody?.collisionBitMask = CollisionCategory.CarCategory.rawValue

// Setup coin
coin.physicsBody?.categoryBitMask = CollisionCategory.CoinsCategory.rawValue
coin.physicsBody?.contactTestBitMask = CollisionCategory.CarCategory.rawValue
coin.physicsBody?.collisionBitMask = CollisionCategory.CarCategory.rawValue

4)我将physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact)设置为在发生碰撞时进行管理:

func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
    if(contact.penetrationDistance >= 0.08 && contact.nodeB.name!.contains("Coin")) {
        // Remove coin from parent
        contact.nodeB.removeFromParentNode()
        // Increment counter
        self.coinsCounter += 1
        DispatchQueue.main.async {
            // Increase coin counter
            let view = self.arSceneView.viewWithTag(10) as! UILabel
            view.text = String(self.coinsCounter)
        }
    }

    // PROBLEMS HERE
    if(contact.penetrationDistance >= 0.076 && contact.nodeB.name!.contains("FinishLine") && !self.startFinishLineCollision && !self.outOfTrack) {
        self.startFinishLineCollision = true

        // Increment lap
        if(seconds > 10) {
            self.laps += 1
            DispatchQueue.main.async {
                (self.arSceneView.viewWithTag(14) as! UILabel).text = String(self.laps)
            }

            if(self.laps == 4){
                endGame()
            }
        }
    }
}

问题

我需要检查汽车何时到达终点线以标记一个圈并将圈数计数器加1。问题是,即使有nodeAnodeB,我也不断收到此功能的联系消息汽车与终点线之间没有碰撞。

例如,在下图中,有碰撞消息,但汽车与终点线之间没有有效的碰撞。

collision

当前设置有什么问题?

我需要

我需要检查汽车和终点线之间是否有精确的碰撞。

谢谢


更新

我也尝试了以下设置,但没有解决方法...

let CoinsCategory = 2
let CarCategory = 4
let FinishLineCategory = 6

carNode.physicsBody?.categoryBitMask = CarCategory
carNode.physicsBody?.collisionBitMask = CoinsCategory | FinishLineCategory

planeNode.physicsBody?.categoryBitMask = FinishLineCategory
planeNode.physicsBody?.collisionBitMask = CarCategory

coin.physicsBody?.categoryBitMask = CoinsCategory
coin.physicsBody?.collisionBitMask = CarCategory

func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
    switch contact.nodeB.physicsBody!.collisionBitMask {
        case FinishLineCategory:
            print("Finish Line Collision")
        case CoinsCategory:
            print("Coin Collision")
        default:
            print("Other collision")
    }
}

没有印刷品被称为...就像物体之间没有碰撞。

NOTE:终点线,汽车和硬币都是同一父级(子级下面的平面)上的所有子级。有关系吗?

ios swift collision-detection scenekit arkit
1个回答
0
投票

好,我找到了解决此问题的方法:

1)我用一枚硬币(黄色立方体)作为对撞机。

2)用Color.clear(透明色)设置它以使其不可见。

3)我将其放置在终点线的中心。

4)由于contactTest不起作用,我使用了penetrationDistance

func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
    if(contact.penetrationDistance >= 0.08 && contact.nodeB.name! == "Coin") {
        // Remove coin from parent
        contact.nodeB.removeFromParentNode()
        // Increment counter
        self.coinsCounter += 1
        DispatchQueue.main.async {
            // Increase coin counter
            let view = self.arSceneView.viewWithTag(10) as! UILabel
            view.text = String(self.coinsCounter)
        }
    }



    // >>>>> NEW CODE HERE! <<<<<
    if(contact.penetrationDistance > 0.078 && contact.nodeB.name! == "CoinFinishLine" && !self.outOfTrack && !self.lapIncrement) {

        self.lapIncrement = true

        // Start lap increment timer (5 seconds)
        self.startNSecondsTimer(howMuchTime: 1.0, target: 1)

        // Increment lap
        if(seconds > 10) {
            self.laps += 1
            DispatchQueue.main.async {
                (self.arSceneView.viewWithTag(14) as! UILabel).text = String(self.laps)
            }

            if(self.laps == 3){
                endGame()
            }
        }
    }
}

无论如何,如果有人可以向我解释为什么我不能使contactTestBitMask正常工作,而我只能使用collisionBitMask来解决此问题,那是值得欢迎的。谢谢

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