问题
如何定义来自顶点数据的自定义几何上的材料,使其呈现与“典型”SCNNodes相同的内容?
详细信息
在这个场景里
红蓝两色的球体和我所期望的一样。自定义几何中的两个点/球是黑色的。
为什么?
下面是playgrond代码:
设置场景
import UIKit
import SceneKit
import PlaygroundSupport
// create a scene view with an empty scene
var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 600))
var scene = SCNScene()
sceneView.scene = scene
sceneView.backgroundColor = UIColor(white: 0.75, alpha: 1.0)
sceneView.allowsCameraControl = true
PlaygroundPage.current.liveView = sceneView
let directionalLightNode: SCNNode = {
let n = SCNNode()
n.light = SCNLight()
n.light!.type = SCNLight.LightType.directional
n.light!.color = UIColor(white: 0.75, alpha: 1.0)
return n
}()
directionalLightNode.simdPosition = simd_float3(0,5,0) // Above the scene
directionalLightNode.simdOrientation = simd_quatf(angle: -90 * Float.pi / 180.0, axis: simd_float3(1,0,0)) // pointing down
scene.rootNode.addChildNode(directionalLightNode)
// a camera
var cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.simdPosition = simd_float3(0,0,5)
scene.rootNode.addChildNode(cameraNode)加入蓝色和红色的球体
// ----------------------------------------------------
// Example creating SCNSphere Nodes directly
// Sphere 1
let sphere1 = SCNSphere(radius: 0.3)
let sphere1Material = SCNMaterial()
sphere1Material.diffuse.contents = UIColor.red
sphere1Material.lightingModel = .physicallyBased
sphere1.materials = [sphere1Material]
let sphere1Node = SCNNode(geometry: sphere1)
sphere1Node.simdPosition = simd_float3(-2,0,0)
// Sphere2
let sphere2 = SCNSphere(radius: 0.3)
let sphere2Material = SCNMaterial()
sphere2Material.diffuse.contents = UIColor.blue
sphere2Material.lightingModel = .physicallyBased
sphere2.materials = [sphere2Material]
let sphere2Node = SCNNode(geometry: sphere2)
sphere2Node.simdPosition = simd_float3(-1,0,0)
scene.rootNode.addChildNode(sphere1Node)
scene.rootNode.addChildNode(sphere2Node)

添加自定义SCNGeometry
// ----------------------------------------------------
// Example creating SCNGeometry using vertex data
struct Vertex {
let x: Float
let y: Float
let z: Float
let r: Float
let g: Float
let b: Float
}
let vertices: [Vertex] = [
Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0)
]
let vertexData = Data(
bytes: vertices,
count: MemoryLayout<Vertex>.size * vertices.count
)
let positionSource = SCNGeometrySource(
data: vertexData,
semantic: SCNGeometrySource.Semantic.vertex,
vectorCount: vertices.count,
usesFloatComponents: true,
componentsPerVector: 3,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: 0,
dataStride: MemoryLayout<Vertex>.size
)
let colorSource = SCNGeometrySource(
data: vertexData,
semantic: SCNGeometrySource.Semantic.color,
vectorCount: vertices.count,
usesFloatComponents: true,
componentsPerVector: 3,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: MemoryLayout<Float>.size * 3,
dataStride: MemoryLayout<Vertex>.size
)
let elements = SCNGeometryElement(
data: nil,
primitiveType: .point,
primitiveCount: vertices.count,
bytesPerIndex: MemoryLayout<Int>.size
)
elements.pointSize = 100
elements.minimumPointScreenSpaceRadius = 100
elements.maximumPointScreenSpaceRadius = 100
let spheres = SCNGeometry(sources: [positionSource, colorSource], elements: [elements])
let sphereNode = SCNNode(geometry: spheres)
let sphereMaterial = SCNMaterial()
sphereMaterial.lightingModel = .physicallyBased
spheres.materials = [sphereMaterial]
sphereNode.simdPosition = simd_float3(0,0,0)
scene.rootNode.addChildNode(sphereNode)

几点探索
添加normals现在显示颜色,但在所有方向(即,没有阴影)。
我向我的VertexData添加了一个黑色的VertexData和第三个点,它们都使用相同的RGB值,但是VertexData对象中的黑色看起来太“轻”了
let vertices: [Vertex] = [
Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0),
Vertex(x: 0.0, y: 1.0, z: 0.0, r: 0.07, g: 0.11, b: 0.12)
]
let vertexData = Data(
bytes: vertices,
count: MemoryLayout<Vertex>.size * vertices.count
)
let normals = Array(repeating: SCNVector3(1,1,1), count: vertices.count)
let normalSource = SCNGeometrySource(normals: normals)
///
///
let spheres = SCNGeometry(
sources: [
positionSource,
normalSource,
colorSource
],
elements: [elements]
)

发布于 2021-09-22 03:51:24
根据文档,定制几何图形需要三个步骤。
SCNGeometrySource。SCNGeometryElement,显示顶点是如何连接的。SCNGeometrySource源和SCNGeometryElement组合成一个SCNGeometry。让我们从步骤1开始,,您希望您的自定义几何图形是一个三维形状,对吗?不过,你只有两个顶点。
let vertices: [Vertex] = [ /// what's `r`, `g`, `b` for btw?
Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0)
]这将形成一条线..。

制作三维形状的一种常见方法是从三角形。让我们再增加两个顶点,形成一个金字塔。
let vertices: [Vertex] = [
Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0), /// vertex 0
Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0), /// vertex 1
Vertex(x: 1.0, y: 0.0, z: -0.5, r: 0.0, g: 0.0, b: 1.0), /// vertex 2
Vertex(x: 0.0, y: 1.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0), /// vertex 3
]

现在,我们需要将顶点转换为SceneKit可以处理的东西。在当前代码中,将vertices转换为Data,然后使用init(data:semantic:vectorCount:usesFloatComponents:componentsPerVector:bytesPerComponent:dataOffset:dataStride:)初始化程序。
let vertexData = Data(
bytes: vertices,
count: MemoryLayout<Vertex>.size * vertices.count
)
let positionSource = SCNGeometrySource(
data: vertexData,
semantic: SCNGeometrySource.Semantic.vertex,
vectorCount: vertices.count,
usesFloatComponents: true,
componentsPerVector: 3,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: 0,
dataStride: MemoryLayout<Vertex>.size
)这是非常先进和复杂的。使用init(vertices:)要容易得多。
let verticesConverted = vertices.map { SCNVector3($0.x, $0.y, $0.z) } /// convert to `[SCNVector3]`
let positionSource = SCNGeometrySource(vertices: verticesConverted)现在您已经得到了SCNGeometrySource,现在是步骤2的时候了--通过SCNGeometryElement连接顶点。在当前代码中,使用init(data:primitiveType:primitiveCount:bytesPerIndex:),然后传入nil.
let elements = SCNGeometryElement(
data: nil,
primitiveType: .point,
primitiveCount: vertices.count,
bytesPerIndex: MemoryLayout<Int>.size
)如果数据本身是nil,那么SceneKit如何知道如何连接您的顶点?但是无论如何,还有一个更简单的初始化程序:init(indices:primitiveType:)。这将接受一个FixedWidthInteger数组,每个数组表示positionSource中的顶点。
那么每个顶点是如何用FixedWidthInteger表示的呢?还记得如何将verticesConverted (一个SCNVector3数组)传递给positionSource吗?SceneKit将每个FixedWidthInteger视为索引,并使用它访问verticesConverted。
因为索引总是整数和正的,所以UInt16应该做得很好(它符合FixedWidthInteger)。
/// pairs of 3 indices, each representing a vertex
let indices: [UInt16] = [
0, 1, 3, /// front triangle
1, 2, 3, /// right triangle
2, 0, 3, /// back triangle
3, 0, 2, /// left triangle
0, 2, 1 /// bottom triangle
]
let element = SCNGeometryElement(indices: indices, primitiveType: .triangles)这里的订单非常具体。默认情况下,SceneKit只呈现三角形的正面,为了区分正面和背面,它依赖于您的排序。最基本的规则是:counterclockwise的意思是正面。

因此,要引用第一个三角形,您可以说:
一切都很好。最后,步骤3非常简单。只需将SCNGeometrySource和SCNGeometryElement合并即可。
let geometry = SCNGeometry(sources: [positionSource], elements: [element])就这样!现在您的SCNGeometrySource和SCNGeometryElement都已正确设置,lightingModel将正常工作。
/// add some color
let material = SCNMaterial()
material.diffuse.contents = UIColor.orange
material.lightingModel = .physicallyBased
geometry.materials = [material]
/// add the node
let node = SCNNode(geometry: geometry)
scene.rootNode.addChildNode(node)

备注:
SCNGeometrySource,第二个是用SCNGeometrySource.Semantic.color添加颜色,对吗?我使用的更简单的初始化器init(vertices:)默认为.vertex。如果您想要每个顶点的颜色或其他什么,您可能需要返回到init(data:semantic:vectorCount:usesFloatComponents:componentsPerVector:bytesPerComponent:dataOffset:dataStride:)。sceneView.autoenablesDefaultLighting = true以获得更好的照明编辑:单顶点球?
你不应该用一个点来造一个球体。如果你要做..。
elements.pointSize = 100
elements.minimumPointScreenSpaceRadius = 100
elements.maximumPointScreenSpaceRadius = 100..。然后二维圆圈将是你能得到的最好的。

那是因为,根据文档
SceneKit可以将每个点渲染成一个小的2D表面,它总是面向摄像机。通过将纹理或自定义着色器应用于该表面,您可以一次有效地渲染多个小对象。
因为所呈现的只是一个面向您的旋转的圆,所以.physicallyBased照明无法工作(.constant会,但仅此而已)。最好是用许多小的三角形来制作你的球体,就像上面答案中的金字塔。这也是苹果在包括SCNSphere在内的几何学中所做的工作。
let sphere = SCNSphere(radius: 1)
let sphereMaterial = SCNMaterial()
sphereMaterial.diffuse.contents = UIColor.purple
sphereMaterial.fillMode = .lines /// add this to see the triangles
sphereMaterial.lightingModel = .physicallyBased
sphere.materials = [sphereMaterial]
let sphereNode = SCNNode(geometry: sphere)
scene.rootNode.addChildNode(sphereNode)

https://stackoverflow.com/questions/69240185
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