我在SpriteKit场景中显示一些基本的三维几何,使用SK3DNode实例来显示SceneKit场景的内容,如苹果公司的文章中所解释的那样。
我已经能够使用SceneKit节点转换和SK3DNode的位置/视口大小来定位节点和3D内容。
接下来,我想在我的SpriteKit场景中显示一些其他精灵,覆盖在3D内容之上,但我无法这样做: SK3DNode的内容总是绘制在顶部。
我已经尝试指定SK3DNode和SKSpriteNode的SK3DNode属性,但没有效果。
来自苹果在SK3DNode上的文档:
使用SK3DNode对象将3D SceneKit内容合并到一个基于SpriteKit的游戏中。当SpriteKit呈现节点时,首先动画并呈现SceneKit场景。然后将呈现的图像合成到SpriteKit场景中。使用scnScene属性指定要呈现的SceneKit场景。
(强调地雷)
对于z顺序,它有点模糊(它似乎只提到呈现发生的时间顺序)。
我已经组装了一个基于GitHub的最小演示项目;相关代码是:
1. SceneKit场景
import SceneKit
class SceneKitScene: SCNScene {
override init() {
super.init()
let box = SCNBox(width: 10, height: 10, length: 10, chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
box.materials = [material]
let boxNode = SCNNode(geometry: box)
boxNode.transform = SCNMatrix4MakeRotation(.pi/2, 1, 1, 1)
self.rootNode.addChildNode(boxNode)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}2. SpriteKit场景
import SpriteKit
class SpriteKitScene: SKScene {
override init(size: CGSize) {
super.init(size: size)
// Scene Background
self.backgroundColor = .red
// 3D Node
let objectNode = SK3DNode(viewportSize: size)
objectNode.scnScene = SceneKitScene()
addChild(objectNode)
objectNode.position = CGPoint(x: size.width/2, y: size.height/2)
let camera = SCNCamera()
let cameraNode = SCNNode()
cameraNode.camera = camera
objectNode.pointOfView = cameraNode
objectNode.pointOfView?.position = SCNVector3(x: 0, y: 0, z: 60)
objectNode.zPosition = -100
// 2D Sprite
let sprite = SKSpriteNode(color: .yellow, size: CGSize(width: 250, height: 60))
sprite.position = objectNode.position
sprite.zPosition = +100
addChild(sprite)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}...And 呈现的结果是:

(我想要黄色矩形上方的绿色框)
发布于 2020-05-15 16:34:18
我和苹果公司发生了一起技术支持事件,他们刚刚联系到我。解决办法其实很简单。
如果您希望2D精灵在
SK3DNodes之上呈现,则需要停止SK3DNodes的内容写入深度缓冲区。
为此,只需将writesToDepthBuffer设置为SCNMaterial上的false即可。
...
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
material.writesToDepthBuffer = false
...轰隆隆。很管用。
发布于 2020-05-13 01:52:38
请注意,这只是我偶然发现的。,我不知道它为什么会起作用,如果没有进一步的理解,我可能不会相信它,但也许它会帮助我找到一个解释或一个真正的解决方案。
似乎有一个SKShapeNode (带一个填充)与一个SK3DNode (或者作为一个兄弟,一个兄弟树的一部分,或者一个子)按照正确的顺序绘制它。SKShapeNode似乎也不需要与SK3DNode交叉。
填充是很重要的,因为有一个透明的填充使得这不起作用。中风似乎没有任何效果。
一个非常小尺寸和几乎为零阿尔法填充的SKShapeNode也能工作。
这是我的操场:
import PlaygroundSupport
import SceneKit
import SpriteKit
let viewSize = CGSize(width: 300, height: 150)
let viewportSize: CGFloat = viewSize.height * 0.75
func skview(color: UIColor, index: Int) -> SKView {
let scene = SKScene(size: viewSize)
scene.backgroundColor = color
let view = SKView(
frame: CGRect(
origin: CGPoint(x: 0, y: CGFloat(index) * viewSize.height),
size: viewSize
)
)
view.presentScene(scene)
view.showsDrawCount = true
// Draw the box of the 3d node view port
let viewport = SKSpriteNode(color: .orange, size: CGSize(width: viewportSize, height: viewportSize))
viewport.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
scene.addChild(viewport)
return view
}
func cube() -> SK3DNode {
let mat = SCNMaterial()
mat.diffuse.contents = UIColor.green
let box = SCNBox(width: viewportSize, height: viewportSize, length: viewportSize, chamferRadius: 0)
box.firstMaterial = mat
let boxNode3d = SCNNode(geometry: box)
boxNode3d.runAction(.repeatForever(.rotateBy(x: 10, y: 10, z: 10, duration: 10)))
let scene = SCNScene()
scene.rootNode.addChildNode(boxNode3d)
let boxNode2d = SK3DNode(viewportSize: CGSize(width: viewportSize, height: viewportSize))
boxNode2d.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
boxNode2d.scnScene = scene
return boxNode2d
}
func shape() -> SKShapeNode {
let shape = SKShapeNode(rectOf: CGSize(width: viewSize.height / 4, height: viewSize.height / 4))
shape.strokeColor = .clear
shape.fillColor = .purple
return shape
}
func rect(_ color: UIColor) -> SKSpriteNode {
let sp = SKSpriteNode(texture: nil, color: color, size: CGSize(width: 200, height: viewSize.height / 4))
sp.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
return sp
}
// The original issue, untouched.
func v1() -> SKView {
let v = skview(color: .red, index: 0)
v.scene?.addChild(cube())
v.scene?.addChild(rect(.yellow))
return v
}
// Shape added as sibling after the 3d node. Notice that it doesn't overlap the SK3DNode.
func v2() -> SKView {
let v = skview(color: .blue, index: 1)
v.scene?.addChild(cube())
v.scene?.addChild(shape())
v.scene?.addChild(rect(.yellow))
return v
}
// Shape added to the 3d node.
func v3() -> SKView {
let v = skview(color: .magenta, index: 2)
let box = cube()
box.addChild(shape())
v.scene?.addChild(box)
v.scene?.addChild(rect(.yellow))
return v
}
// 3d node added after, but zPos set to -1.
func v4() -> SKView {
let v = skview(color: .cyan, index: 3)
v.scene?.addChild(shape())
v.scene?.addChild(rect(.yellow))
let box = cube()
box.zPosition = -1
v.scene?.addChild(box)
return v
}
// Shape added after the 3d node, but not as a sibling.
func v5() -> SKView {
let v = skview(color: .green, index: 4)
let parent = SKNode()
parent.addChild(cube())
parent.addChild(rect(.yellow))
v.scene?.addChild(parent)
v.scene?.addChild(shape())
return v
}
let container = UIView(frame: CGRect(origin: .zero, size: CGSize(width: viewSize.width, height: viewSize.height * 5)))
container.addSubview(v1())
container.addSubview(v2())
container.addSubview(v3())
container.addSubview(v4())
container.addSubview(v5())
PlaygroundPage.current.liveView = container

TL;博士
在您的代码中,尝试:
...
let shape = SKShapeNode(rectOf: CGSize(width: 0.01, height: 0.01))
shape.strokeColor = .clear
shape.fillColor = UIColor.black.withAlphaComponent(0.01)
// 3D Node
let objectNode = SK3DNode(viewportSize: size)
objectNode.addChild(shape)
...https://stackoverflow.com/questions/61569914
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