如何使用“*.scnp"SwiftUI 中用于单击按钮的文件(iOS)? [英] How to use "*.scnp" file in SwiftUI for button click (iOS)?

查看:50
本文介绍了如何使用“*.scnp"SwiftUI 中用于单击按钮的文件(iOS)?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我有 "Explode.scnp" SceneKit 文件.已经配置好了,纹理已经设置好了.

I have "Explode.scnp" SceneKit file. It's already configured, the texture has been set.

我们如何在 SwiftUI 中使用它?例如,按钮点击后背景会动画一次.

How we can use it in SwiftUI? For example, after the button clicks the background will be animated once.

var body: some View {
    ZStack {
            VStack {
                Button(action: {
                  Particles()
                }) { 
                  Text("Animate")
                }
            }
     }
}

此代码适用于 scn.但是如何与 scnp 一起使用呢?

This code works for scn. but how to use it with scnp?

import SwiftUI
import SceneKit

struct ScenekitView : UIViewRepresentable {
    let scene = SCNScene(named: "art.scnassets/ship.scn")!

    func makeUIView(context: Context) -> SCNView {
        // create and add a camera to the scene
        let cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        scene.rootNode.addChildNode(cameraNode)

        // place the camera
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

        // create and add a light to the scene
        let lightNode = SCNNode()
        lightNode.light = SCNLight()
        lightNode.light!.type = .omni
        lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
        scene.rootNode.addChildNode(lightNode)

        // create and add an ambient light to the scene
        let ambientLightNode = SCNNode()
        ambientLightNode.light = SCNLight()
        ambientLightNode.light!.type = .ambient
        ambientLightNode.light!.color = UIColor.darkGray
        scene.rootNode.addChildNode(ambientLightNode)

        // retrieve the ship node
        let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!

        // animate the 3d object
        ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))

        // retrieve the SCNView
        let scnView = SCNView()
        return scnView
    }

    func updateUIView(_ scnView: SCNView, context: Context) {
        scnView.scene = scene

        // allows the user to manipulate the camera
        scnView.allowsCameraControl = true

        // show statistics such as fps and timing information
        scnView.showsStatistics = true

        // configure the view
        scnView.backgroundColor = UIColor.black
    }
}

#if DEBUG
struct ScenekitView_Previews : PreviewProvider {
    static var previews: some View {
        ScenekitView()
    }
}
#endif

此外,Xcode 版本是 11.3.1.当我尝试创建一个新文件时,我有这个:

Moreover, Xcode version is 11.3.1. When I try to create a new file I have this:

扩展名是 SKS...有什么想法吗?

And the extension is SKS... any ideas?

根据@Asperi 版本重新编写代码:

Reworked the code according to @Asperi version:

import SwiftUI
import SceneKit

struct ScenekitView : UIViewRepresentable {
    @Binding var exploding: Bool
    //let scene = SCNScene(named: "SceneKit.scnassets/Explode.scnp")!
    let scene = SCNScene(named: "SceneKit.scnassets/scene.scn")!

    func makeUIView(context: Context) -> SCNView {
        // create and add a camera to the scene
        let cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        scene.rootNode.addChildNode(cameraNode)

        // place the camera
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

        // create and add a light to the scene
        let lightNode = SCNNode()
        lightNode.light = SCNLight()
        lightNode.light!.type = .omni
        lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
        scene.rootNode.addChildNode(lightNode)

        // create and add an ambient light to the scene
        let ambientLightNode = SCNNode()
        ambientLightNode.light = SCNLight()
        ambientLightNode.light!.type = .ambient
        ambientLightNode.light!.color = UIColor.darkGray
        scene.rootNode.addChildNode(ambientLightNode)

        // retrieve the ship node
        let ship = scene.rootNode.childNode(withName: "blow", recursively: true)!

        // animate the 3d object
        ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))

        // retrieve the SCNView
        let scnView = SCNView()
        return scnView
    }

    func updateUIView(_ scnView: SCNView, context: Context) {
        scnView.scene = scene

        // allows the user to manipulate the camera
        scnView.allowsCameraControl = true

        // show statistics such as fps and timing information
        scnView.showsStatistics = true

        // configure the view
        scnView.backgroundColor = UIColor.black

        if exploding {
            if let scene = scene.rootNode.childNode(withName: "SceneKit.scnassets/scene", recursively: false),
                let particles = SCNParticleSystem(named: "SceneKit.scnassets/Explode", inDirectory: nil) {

                let node = SCNNode()
                node.addParticleSystem(particles)
                node.position = scene.position
                scnView.scene?.rootNode.addChildNode(node)
                scene.removeFromParentNode()
            }
        }
    }
}

与路径名相关的错误...

Errors related to the path names ...

// retrieve the ship node

这里.尝试过 .sks、.scnp ... 有什么想法吗?

here. Tried .sks, .scnp ... any ideas?

推荐答案

这里是修改后的代码和演示.使用 Xcode 11.4/macOS 10.15.4 测试

Here is modified code with demo. Tested with Xcode 11.4 / macOS 10.15.4

注意:由于我不知道你的项目结构,所有依赖的资源文件都添加为资源(不在资产中).以防万一.

struct DemoSceneKitParticles: View {
    @State private var exploding = false
    var body: some View {
        VStack {
            ScenekitView(exploding: $exploding)
            Button("BOOM") { self.exploding = true }
        }
    }
}

struct ScenekitView : NSViewRepresentable {
    @Binding var exploding: Bool
    let scene = SCNScene(named: "ship.scn")!

    func makeNSView(context: NSViewRepresentableContext<ScenekitView>) -> SCNView {
        // create and add a camera to the scene
        let cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        scene.rootNode.addChildNode(cameraNode)

        // place the camera
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

        // create and add a light to the scene
        let lightNode = SCNNode()
        lightNode.light = SCNLight()
        lightNode.light!.type = .omni
        lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
        scene.rootNode.addChildNode(lightNode)

        // create and add an ambient light to the scene
        let ambientLightNode = SCNNode()
        ambientLightNode.light = SCNLight()
        ambientLightNode.light!.type = .ambient
        ambientLightNode.light!.color = NSColor.darkGray
        scene.rootNode.addChildNode(ambientLightNode)

        // retrieve the ship node
        let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!

        // animate the 3d object
        ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))

        // retrieve the SCNView
        let scnView = SCNView()
        return scnView
    }

    func updateNSView(_ scnView: SCNView, context: Context) {
        scnView.scene = scene

        // allows the user to manipulate the camera
        scnView.allowsCameraControl = true

        // show statistics such as fps and timing information
        scnView.showsStatistics = true

        // configure the view
        scnView.backgroundColor = NSColor.black

        if exploding {
            if let ship = scene.rootNode.childNode(withName: "ship", recursively: true),
                let particles = SCNParticleSystem(named: "Explosion", inDirectory: nil) {

                let node = SCNNode()
                node.addParticleSystem(particles)
                node.position = ship.position
                scnView.scene?.rootNode.addChildNode(node)
                ship.removeFromParentNode()
            }
        }
    }
}

更新:iOS 变体

使用 Xcode 11.4/iOS 13.4 测试

Tested with Xcode 11.4 / iOS 13.4

完整的模块代码(顶级资源文件)

Full module code (resource files as before at top level)

import SwiftUI
import SceneKit

struct DemoSceneKitParticles: View {
    @State private var exploding = false
    var body: some View {
        VStack {
            ScenekitView(exploding: $exploding)
            Button("BOOM") { self.exploding = true }
        }
    }
}

struct ScenekitView : UIViewRepresentable {
    @Binding var exploding: Bool
    let scene = SCNScene(named: "ship.scn")!

    func makeUIView(context: Context) -> SCNView {
        // create and add a camera to the scene
        let cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        scene.rootNode.addChildNode(cameraNode)

        // place the camera
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

        // create and add a light to the scene
        let lightNode = SCNNode()
        lightNode.light = SCNLight()
        lightNode.light!.type = .omni
        lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
        scene.rootNode.addChildNode(lightNode)

        // create and add an ambient light to the scene
        let ambientLightNode = SCNNode()
        ambientLightNode.light = SCNLight()
        ambientLightNode.light!.type = .ambient
        ambientLightNode.light!.color = UIColor.darkGray
        scene.rootNode.addChildNode(ambientLightNode)

        // retrieve the ship node
        let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!

        // animate the 3d object
        ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))

        // retrieve the SCNView
        let scnView = SCNView()
        return scnView
    }

    func updateUIView(_ scnView: SCNView, context: Context) {
        scnView.scene = scene

        // allows the user to manipulate the camera
        scnView.allowsCameraControl = true

        // show statistics such as fps and timing information
        scnView.showsStatistics = true

        // configure the view
        scnView.backgroundColor = UIColor.black

        if exploding {
            if let ship = scene.rootNode.childNode(withName: "ship", recursively: true),
                let particles = SCNParticleSystem(named: "Explosion", inDirectory: nil) {

                let node = SCNNode()
                node.addParticleSystem(particles)
                node.position = ship.position
                scnView.scene?.rootNode.addChildNode(node)
                ship.removeFromParentNode()
            }
        }
    }
}

struct DemeSKParticles_Previews: PreviewProvider {
    static var previews: some View {
        DemoSceneKitParticles()
    }
}

这篇关于如何使用“*.scnp"SwiftUI 中用于单击按钮的文件(iOS)?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆