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社区首页 >问答首页 >ARKit -Drop平面上3D对象的阴影

ARKit -Drop平面上3D对象的阴影
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Stack Overflow用户
提问于 2017-10-10 16:11:02
回答 2查看 1.9K关注 0票数 1

这是我用来在平面上显示对象的函数。

代码语言:javascript
复制
private func loadScene(path: String) -> SCNNode {

    let spotLight = SCNLight()
    spotLight.type = SCNLight.LightType.probe

    spotLight.spotInnerAngle = 30.0
    spotLight.spotOuterAngle = 80.0
    spotLight.castsShadow = true

    let result = SCNNode()
    result.light = spotLight
    result.position = SCNVector3(-10.0, 20.0, 10.5)
    result.addChildNode(result)

    let scene = SCNScene(named: path)!
    for node in scene.rootNode.childNodes {
        result.addChildNode(node)
    }       
    return result
}

我想在平面上显示阴影,如图所示。

当我设置如下的聚光灯类型时

代码语言:javascript
复制
spotLight.type = SCNLight.LightType.directional

它使用明/暗阴影显示对象本身,并且不会将阴影投射到曲面上。

有没有人可以指导我如何实现如图所示的输出?

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回答 2

Stack Overflow用户

发布于 2018-07-21 06:01:16

//要在3D模型上添加阴影,只需复制粘贴此代码,它将在地面上显示3D模型的阴影

代码语言:javascript
复制
let flourPlane = SCNFloor()
let groundPlane = SCNNode()
let groundMaterial = SCNMaterial()
groundMaterial.lightingModel = .constant
groundMaterial.writesToDepthBuffer = true
groundMaterial.colorBufferWriteMask = []
groundMaterial.isDoubleSided = true
flourPlane.materials = [groundMaterial]
groundPlane.geometry = flourPlane
//
mainNode.addChildNode(groundPlane)
// Create a ambient light
let ambientLight = SCNNode()
ambientLight.light = SCNLight()
ambientLight.light?.shadowMode = .deferred
ambientLight.light?.color = UIColor.white
ambientLight.light?.type = SCNLight.LightType.ambient
ambientLight.position = SCNVector3(x: 0,y: 5,z: 0)
// Create a directional light node with shadow
let myNode = SCNNode()
myNode.light = SCNLight()
myNode.light?.type = SCNLight.LightType.directional
myNode.light?.color = UIColor.white
myNode.light?.castsShadow = true
myNode.light?.automaticallyAdjustsShadowProjection = true
myNode.light?.shadowSampleCount = 64
myNode.light?.shadowRadius = 16
myNode.light?.shadowMode = .deferred
myNode.light?.shadowMapSize = CGSize(width: 2048, height: 2048)
myNode.light?.shadowColor = UIColor.black.withAlphaComponent(0.75)
myNode.position = SCNVector3(x: 0,y: 5,z: 0)
myNode.eulerAngles = SCNVector3(-Float.pi / 2, 0, 0)
// Add the lights to the container
mainNode.addChildNode(ambientLight)
mainNode.addChildNode(myNode)
// End
票数 4
EN

Stack Overflow用户

发布于 2021-05-12 19:55:16

这个编辑过的answer版本对我很有效。我使用了shadowOnly模型的材料。

代码语言:javascript
复制
let flourPlane = SCNFloor()
let groundPlane = SCNNode()
let groundMaterial = SCNMaterial()
groundMaterial.lightingModel = .shadowOnly
flourPlane.materials = [groundMaterial]
groundPlane.geometry = flourPlane
//
node.addChildNode(groundPlane)
// Create a ambient light
let ambientLight = SCNNode()
ambientLight.light = SCNLight()
ambientLight.light?.shadowMode = .deferred
ambientLight.light?.color = UIColor.white
ambientLight.light?.type = SCNLight.LightType.ambient
ambientLight.position = SCNVector3(x: 0,y: 5,z: 0)
// Create a directional light node with shadow
let myNode = SCNNode()
myNode.light = SCNLight()
myNode.light?.type = SCNLight.LightType.directional
myNode.light?.color = UIColor.white
myNode.light?.castsShadow = true
myNode.light?.automaticallyAdjustsShadowProjection = true
myNode.light?.shadowSampleCount = 64
myNode.light?.shadowRadius = 16
myNode.light?.shadowMode = .deferred
myNode.light?.shadowMapSize = CGSize(width: 2048, height: 2048)
myNode.light?.shadowColor = UIColor.black.withAlphaComponent(0.75)
myNode.position = SCNVector3(x: 0,y: 1,z: -3)
myNode.eulerAngles = SCNVector3(-Float.pi / 2, 0, 0)
// Add the lights to the container
node.addChildNode(ambientLight)
node.addChildNode(myNode)
票数 1
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/46661670

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