我试图设置SCNNodes之间的碰撞检测,但我遇到了问题。
作为第一步,我已经设置了类来扩展SCNPhysicsContactDelegate
class ViewController: SCNPhysicsContactDelegate
.
.
.
self.arSceneView.scene.physicsWorld.contactDelegate = self我有两种SCNNodes:一辆车和一枚硬币。对于这两种情况,我都设置了一个碰撞类别:
// Collisions
struct CollisionCategory: OptionSet {
let rawValue: Int
static let CoinsCategory = CollisionCategory(rawValue: 4)
static let CarCategory = CollisionCategory(rawValue : 8)
}两者都分配了一个physicsBody,我为每个人分配了交互元素的类别和种类。
Car
// Create physics shape
let boxBodyShape = SCNPhysicsShape(node: carNode, options: nil)
// Create physics body
let boxBody = SCNPhysicsBody(type: .kinematic, shape: boxBodyShape)
// Assign physics body
carNode.physicsBody = boxBody
// Setup category collisions properties
carNode.physicsBody?.categoryBitMask = CollisionCategory.CarCategory.rawValue
carNode.physicsBody?.contactTestBitMask = CollisionCategory.CoinsCategory.rawValue
carNode.physicsBody?.collisionBitMask = CollisionCategory.CoinsCategory.rawValueCoin
// Create physics body
let boxBody = SCNPhysicsBody(type: .kinematic, shape: boxBodyShape)
// Assign physics body
coin.physicsBody = boxBody
// Setup category collisions properties
coin.physicsBody?.categoryBitMask = CollisionCategory.CoinsCategory.rawValue
coin.physicsBody?.contactTestBitMask = CollisionCategory.CarCategory.rawValue
coin.physicsBody?.collisionBitMask = CollisionCategory.CarCategory.rawValue最后一步,我实现了函数physicsWorld(:didBegan:)来管理冲突:
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
print("A: \(contact.nodeA.name) - B: \(contact.nodeB.name)")
print("A: \(contact.nodeA.physicsBody!.categoryBitMask) - B: \(contact.nodeB.physicsBody!.categoryBitMask)")
}所有这些都是可行的,但并不像预期的那样。即使没有碰撞,我的车也会不断地与硬币相撞。控制台输出不断地给我带来冲突:
...
...
...
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin9")
...
...
...下面的图片给出了场景情况的一个概念:

我不明白是什么错了,或者在设置中缺少了什么。
似乎当汽车靠近一些立方体(硬币)时,它们会影响它,所以发生了“碰撞”,但是,我不明白.

谢谢!
发布于 2020-04-29 13:29:24
好的,我通过添加这个控件来解决这个问题:
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
if(contact.penetrationDistance >= 0.08 && contact.nodeB.name!.contains("Coin")) {
contact.nodeB.removeFromParentNode()
}
}发布于 2020-04-27 17:14:19
你可以尝试这样的方法:
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact)
{
if(data.gameState == .run)
{
guard let nodeNameA = contact.nodeA.name else { return }
guard let nodeNameB = contact.nodeB.name else { return }
if(nodeNameA.prefix(5) == "Explo" && nodeNameB.prefix(5) == "Missi")
{
gameControl.enemyMissileHit(vIndex: Int(nodeNameB.suffix(4))!)
}
if(nodeNameA.prefix(5) == "Missi" && nodeNameB.prefix(5) == "Explo")
{
gameControl.enemyMissileHit(vIndex: Int(nodeNameA.suffix(4))!)
}
if(nodeNameA.prefix(5) == "Explo" && nodeNameB.prefix(5) == "Hive ")
{
gameControl.enemyHiveHit(vIndex: Int(nodeNameB.suffix(4))!)
}
if(nodeNameA.prefix(5) == "Hive " && nodeNameB.prefix(5) == "Explo")
{
gameControl.enemyHiveHit(vIndex: Int(nodeNameA.suffix(4))!)
}
}
}https://stackoverflow.com/questions/61458907
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