SceneKit沿路径设置动画节点 [英] SceneKit animate node along path

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本文介绍了SceneKit沿路径设置动画节点的处理方法,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

我有一个盒子节点

_boxNode = [SCNNode node];
_boxNode.geometry = [SCNBox boxWithWidth:1 height:1 length:1 chamferRadius:0];
_boxNode.position = SCNVector3Make(0, 0, -2);
[scene.rootNode addChildNode:_boxNode];

我有路径

CGPathRef path = CGPathCreateWithEllipseInRect(CGRectMake(-2, -2, 4, 4), nil);

我希望我的箱子沿着我的路径行驶一次。

I want to have my box travel along my path once.

如何在SceneKit中执行此操作?

How do I do this in SceneKit?

我想制作一个看起来像

[_boxNode runAction:[SCNAction moveAlongPath:path forDuration:duration]];


推荐答案

我也遇到了这个问题我写了一个小操场。动画效果很好。有一件事需要做。必须计算每个点之间的距离,以便可以缩放时间以获得平滑的动画。只需复制&将代码粘贴到游乐场中。代码在Swift 3中。

I came across that question as well and I wrote a little playground. The animation works well. One thing needs to be done. The distance between every point has to be calculated so that time can be scaled to get a smooth animation. Just copy & paste the code into a playground. The code is in Swift 3.

这是我的解决方案(BezierPath扩展不是来自我,在这里找到):

Here is my solution (the BezierPath extension is not from me, found it here):

import UIKit
import SceneKit
import PlaygroundSupport

let animationDuration = 0.1

public extension UIBezierPath {

    var elements: [PathElement] {
        var pathElements = [PathElement]()
        withUnsafeMutablePointer(to: &pathElements) { elementsPointer in
            cgPath.apply(info: elementsPointer) { (userInfo, nextElementPointer) in
                let nextElement = PathElement(element: nextElementPointer.pointee)
                let elementsPointer = userInfo!.assumingMemoryBound(to: [PathElement].self)
                elementsPointer.pointee.append(nextElement)
            }
        }
        return pathElements
    }
}

public enum PathElement {

    case moveToPoint(CGPoint)
    case addLineToPoint(CGPoint)
    case addQuadCurveToPoint(CGPoint, CGPoint)
    case addCurveToPoint(CGPoint, CGPoint, CGPoint)
    case closeSubpath

    init(element: CGPathElement) {
        switch element.type {
        case .moveToPoint: self = .moveToPoint(element.points[0])
        case .addLineToPoint: self = .addLineToPoint(element.points[0])
        case .addQuadCurveToPoint: self = .addQuadCurveToPoint(element.points[0], element.points[1])
        case .addCurveToPoint: self = .addCurveToPoint(element.points[0], element.points[1], element.points[2])
        case .closeSubpath: self = .closeSubpath
        }
    }
}

public extension SCNAction {

    class func moveAlong(path: UIBezierPath) -> SCNAction {

        let points = path.elements
        var actions = [SCNAction]()

        for point in points {

            switch point {
            case .moveToPoint(let a):
                let moveAction = SCNAction.move(to: SCNVector3(a.x, a.y, 0), duration: animationDuration)
                actions.append(moveAction)
                break

            case .addCurveToPoint(let a, let b, let c):
                let moveAction1 = SCNAction.move(to: SCNVector3(a.x, a.y, 0), duration: animationDuration)
                let moveAction2 = SCNAction.move(to: SCNVector3(b.x, b.y, 0), duration: animationDuration)
                let moveAction3 = SCNAction.move(to: SCNVector3(c.x, c.y, 0), duration: animationDuration)
                actions.append(moveAction1)
                actions.append(moveAction2)
                actions.append(moveAction3)
                break

            case .addLineToPoint(let a):
                let moveAction = SCNAction.move(to: SCNVector3(a.x, a.y, 0), duration: animationDuration)
                actions.append(moveAction)
                break

            case .addQuadCurveToPoint(let a, let b):
                let moveAction1 = SCNAction.move(to: SCNVector3(a.x, a.y, 0), duration: animationDuration)
                let moveAction2 = SCNAction.move(to: SCNVector3(b.x, b.y, 0), duration: animationDuration)
                actions.append(moveAction1)
                actions.append(moveAction2)
                break

            default:
                let moveAction = SCNAction.move(to: SCNVector3(0, 0, 0), duration: animationDuration)
                actions.append(moveAction)
                break
            }   
        }
        return SCNAction.sequence(actions)
    }
}



let scnView = SCNView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
scnView.autoenablesDefaultLighting = true

let scene = SCNScene()
scnView.scene = scene

let light = SCNLight()
light.type = .ambient
let lightNode = SCNNode()
lightNode.light = light
scene.rootNode.addChildNode(lightNode)

let camera = SCNCamera()
let cameraNode = SCNNode()
cameraNode.camera = camera
cameraNode.position = SCNVector3(0,0,10)
scene.rootNode.addChildNode(cameraNode)

let box = SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0)
let boxNode = SCNNode(geometry: box)
boxNode.geometry?.firstMaterial?.diffuse.contents = UIColor.red

scene.rootNode.addChildNode(boxNode)

let path1 = UIBezierPath(roundedRect: CGRect(x: 1, y: 1, width: 2, height: 2), cornerRadius: 1)

let moveAction = SCNAction.moveAlong(path: path1)
let repeatAction = SCNAction.repeatForever(moveAction)
SCNTransaction.begin()
SCNTransaction.animationDuration = Double(path1.elements.count) * animationDuration
boxNode.runAction(repeatAction)
SCNTransaction.commit()

PlaygroundPage.current.liveView = scnView

这篇关于SceneKit沿路径设置动画节点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!

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