iOS上Swift中的自定义SceneKit Geometry无法正常工作但是等效的Objective C代码可以 [英] Custom SceneKit Geometry in Swift on iOS not working but equivalent Objective C code does
问题描述
我很想采用新的Swift语言,因为这似乎是Apple开发的前进方向。我对iOS 8中的新SceneKit支持印象深刻。我想在运行时以编程方式创建自定义几何,但我很难让Swift代码工作。然而,Objective C中的等效代码工作正常。
I am keen to adopt the new Swift language as this seems to be the way forward with Apple development. I have also been impressed with the new SceneKit support in iOS 8. I would like to programatically create custom geometry at runtime but I am struggling to get the Swift code to work. Yet the equivalent code in Objective C works OK.
这可能是一个错误,或者我做错了什么。
This could be a bug, or something I am doing wrong.
我只是想创建并渲染一个三角形。为简单起见,此时我将忽略法线和纹理等。所以我只期待看到黑色三角形。
I am simply trying to create and render a single triangle. I will ignore the normals and textures etc at this point for simplicity. So I am only expecting to see a black triangle.
Swift Code(不工作)
Swift Code (not working)
var verts = [SCNVector3(x: 0,y: 0,z: 0),SCNVector3(x: 1,y: 0,z: 0),SCNVector3(x: 0,y: 1,z: 0)]
let src = SCNGeometrySource(vertices: &verts, count: 3)
let indexes:Int[]=[0,1,2]
let dat = NSData(bytes: indexes, length: sizeofValue(indexes))
let ele = SCNGeometryElement(data:dat, primitiveType: .Triangles, primitiveCount: 1, bytesPerIndex: sizeof(Int))
let geo = SCNGeometry(sources: [src], elements: [ele])
let nd = SCNNode(geometry: geo)
scene.rootNode.addChildNode(nd)
目标C代码(确实有效)
Objective C Code (which does work)
SCNVector3 verts[] = { SCNVector3Make(0, 0, 0), SCNVector3Make(1, 0, 0), SCNVector3Make(0, 1, 0) };
SCNGeometrySource *src = [SCNGeometrySource geometrySourceWithVertices:verts count:3];
int indexes[] = { 0, 1, 2 };
NSData *datIndexes = [NSData dataWithBytes:indexes length:sizeof(indexes)];
SCNGeometryElement *ele = [SCNGeometryElement geometryElementWithData:datIndexes primitiveType:SCNGeometryPrimitiveTypeTriangles primitiveCount:1 bytesPerIndex:sizeof(int)];
SCNGeometry *geo = [SCNGeometry geometryWithSources:@[src] elements:@[ele]];
SCNNode *nd = [SCNNode nodeWithGeometry:geo];
d
[scene.rootNode addChildNode:nd];
任何指针都会受到赞赏。
Any pointers would be appreciated.
推荐答案
嗯,这两段代码并没有将完全转换为彼此。 C中的 int
与Swift中的 Int
不同。它在Swift中实际上被称为 CInt
:
Well, the two pieces of code doesn't translate exactly to one another. The int
in C is not the same as Int
in Swift. It's actually called CInt
in Swift:
/// The C 'int' type.
typealias CInt = Int32
如果您更改两次出现以使用 CInt
相反,你之前得到的错误信息消失了(至少对我来说是OS X Playground。但是,它仍然没有为我渲染任何东西。
If you change both occurrences to use CInt
instead, the error message that you previously got goes away (at least for me in an OS X Playground. However, it still doesn't render anything for me.
我不认为 sizeofValue
用于返回数组的大小。它看起来像它返回指针的大小:
I don't think sizeofValue
is used to return the size of an array. It looks to me like it's returning the size of the pointer:
let indexes: CInt[] = [0, 1, 2]
sizeofValue(indexes) // is 8
sizeof(CInt) // is 4
sizeof(CInt) * countElements(indexes) // is 12
// compare to other CInt[]
let empty: CInt[] = []
let large: CInt[] = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
sizeofValue(indexes) // is 8 (your array of indices again)
sizeofValue(empty) // is 8
sizeofValue(large) // is 8
所以,对我来说,下面的代码是有效的(我已经将参数放在不同的行上,以便更容易指出我的更改):
So, for me the following code works (I've put the arguments on different lines to make it easier to point out my changes):
let src = SCNGeometrySource(vertices: &verts, count: 3)
let indexes: CInt[] = [0, 1, 2] // Changed to CInt
let dat = NSData(
bytes: indexes,
length: sizeof(CInt) * countElements(indexes) // Changed to size of CInt * count
)
let ele = SCNGeometryElement(
data: dat,
primitiveType: .Triangles,
primitiveCount: 1,
bytesPerIndex: sizeof(CInt) // Changed to CInt
)
let geo = SCNGeometry(sources: [src], elements: [ele])
let nd = SCNNode(geometry: geo)
scene.rootNode.addChildNode(nd)
结果如下:
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