2014-10-03 205 views
1

我刚开始尝试使用SceneKit。尝试一个非常简单的代码来创建一个对象,分配物理给它一个点击速度。到目前为止,我能够创建它,应用物理学。我能够给它速度,但不能用水龙头实现。我究竟做错了什么?我使用的是我在SpriteKit中使用的相同技术,但它在SceneKit中不起作用。请帮忙。SceneKit基础知识

class GameViewController: UIViewController, SCNSceneRendererDelegate, SCNPhysicsContactDelegate { 
let scene = SCNScene() 

let shipNode = SCNNode() 

let sceneView = SCNScene() 

var cameraNode = SCNNode() 
var floor = SCNFloor() 
var floornod = SCNNode() 

override func viewDidLoad() { 
    super.viewDidLoad() 

    let sceneView = self.view as SCNView 
    sceneView.scene = scene 
    sceneView.backgroundColor = SKColor.blueColor() 
    sceneView.showsStatistics = true 


    sceneView.scene?.physicsWorld.gravity = SCNVector3Make(0, -70, 0) 
    sceneView.scene?.physicsWorld.speed = 1.0 
    sceneView.delegate = self 
    sceneView.jitteringEnabled = true 
    sceneSetup() 
    sceneView.pointOfView = cameraNode 


    let ship = SCNScene(named: "art.scnassets/sphere.dae")! 

    let shipNode = ship.rootNode.childNodeWithName("Sphere", recursively: true)! 

    shipNode.position = SCNVector3Make(0, 50, 300) 
    shipNode.scale = SCNVector3Make(10, 10, 10) 
    shipNode.geometry?.firstMaterial?.diffuse.contents = UIImage(named: "ball.jpg") 
    shipNode.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Dynamic, shape: nil) 
    shipNode.physicsBody?.restitution = 0.9 
    shipNode.physicsBody?.velocity = SCNVector3Make(0, 100, 10) 
    scene.rootNode.addChildNode(shipNode) 
    println(shipNode.physicsBody?.velocity.y) 
} 
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { 
    shipNode.physicsBody?.velocity = SCNVector3Make(0, 200, 20) // code not working 
    println(shipNode.physicsBody?.velocity.y) // prints nil instead of 200.00 
} 

    func sceneSetup() { 

    cameraNode.camera = SCNCamera() 
    cameraNode.camera?.zNear = 0.01 
    cameraNode.camera?.zFar = 800 
    cameraNode.camera?.xFov = 45 
    cameraNode.camera?.yFov = 75 


    cameraNode.rotation = SCNVector4Make(1, 0, 0, -25 * 0.017453293) 
    cameraNode.position = SCNVector3Make(0, 150, 500) 
    scene.rootNode.addChildNode(cameraNode) 

    floornod.geometry = floor 
    floornod.geometry?.firstMaterial?.diffuse.contents = "wood1.png" 
    floornod.geometry?.firstMaterial?.locksAmbientWithDiffuse = true 
    floornod.geometry?.firstMaterial?.diffuse.wrapS = SCNWrapMode.Repeat 
    floornod.geometry?.firstMaterial?.diffuse.wrapT = SCNWrapMode.Repeat 
    floornod.geometry?.firstMaterial?.diffuse.mipFilter = SCNFilterMode.Linear 
    floornod.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Static, shape: nil) 
    floornod.position = SCNVector3Make(0, 0, 0) 

    scene.rootNode.addChildNode(floornod) 

} 

} 

第一个println给出了100.00的结果。 touchesBegan中的println每次点击都会产生零结果。

任何帮助,非常感谢。谢谢。

回答

2

您使用let shipNode = ...viewDidLoad方法中定义了一个新的局部变量。这个人得到一个物理机构并投入现场。

这与您定义为类的一部分的实例变量shipNode是分开的。那个人从来没有得到任何进一步的配置,所以当你在touchesBegan中访问它时,它没有物理主体,并且可选的链接导致查询其速度的整个表达式返回nil。

大概你想摆脱在viewDidLoad中的let s,这样你就可以配置你的实例变量而不是对它们进行遮蔽。

+0

哇。我不能相信我错过了这一点。谢谢。有效! – Dman 2014-10-03 01:22:47