使用 CGMutablePath 创建路径会创建到错误 CGPoint 的行 [英] Creating path using CGMutablePath creates line to wrong CGPoint
问题描述
我打算用二维箭头在屏幕上显示 AR 对象的信息.所以我使用 projectPoint
来获取屏幕中对象的相应位置.我有这个函数可以返回将节点的 3D 位置转换为 2D 和 CGPoint
以显示信息文本.
I was planning to display information of AR object in screen with arrow in 2D. So I used projectPoint
to get corresponding position of object in screen. I have this function to return convert 3D position of node to 2D and CGPoint
to display info text in.
func getPoint(sceneView: ARSCNView) -> (CGPoint, CGPoint){
let projectedPoint = sceneView.projectPoint(node.worldPosition)
return (point, CGPoint(x: CGFloat(projectedPoint.x), y: CGFloat(projectedPoint.y)) )
}
这是使用 SpriteKit
画线:
let (f,s) = parts[3].getPoint(sceneView: sceneView)
line.removeFromParent()
let path = CGMutablePath()
path.move(to: f)
path.addLine(to: s)
line = SKShapeNode(path: path)
spriteScene.addChild(line)
我期望在节点(蓝色网格)中修复另一端的行.
我缺少什么吗?还是 projectPoint
以其他方式工作?
What I expect is another end of line to be fixed in node (blue mesh).
Is there something I am missing? Or does projectPoint
works some other way?
edit:似乎 projectPoint
正在返回正确的值,但是在创建路径时 path.addLine(to: s)
这个点正在移动到不同的位置.
edit: It seems projectPoint
is returning correct value but while creating path path.addLine(to: s)
this point is shifting to different position.
推荐答案
path.addLine(to: s)
s 这里的 y 已经颠倒了,所以这样做了
path.addLine(to: s)
s here had reversed y so this did the trick
let frame = self.sceneView.frame
let sInversed = CGPoint(x: from.x, y: frame.height - s.y)
path.addLine(to: sInversed)
SKScene
的来源在屏幕的左下角而不是左上角.
Here origin of SKScene
was in bottom left of screen instead of top left.
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