我想从一个动画的SCNNode中得到一个当前的节点位置,我知道presentationNode,我尝试在那里提取位置形式,但是没有幸运。
这是我的密码
SCNNode * pelvis = [_unit childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];我所拥有的位置是SCNNode在应用CAAnimation之前在"rest“模式中的位置。
如何从“表示节点”中获取像“位置”这样的属性?
编辑
类别本身相关的部分:
@interface UndeadSimple : RepresentationNode <CAAnimationDelegate>
{
//Animations
SCNNode * _undead;
CAAnimation * _currentAnimation;
NSString * _currAnimationkey;
CAAnimation * _death1;
...
SCNNode * _audioNode;
SCNAudioSource * _deathSource;
SCNAudioPlayer * _player;
}Init:
NSString * sceneName = @ZOMBIE;
SCNScene *scene2 = [SCNScene sceneNamed:sceneName];
_undead = [SCNNode node];
for(SCNNode * node in scene2.rootNode.childNodes)
{
[_undead addChildNode:node];
[node removeAllAnimations];
}
[_undead setScale:(SCNVector3Make(0.024, 0.02, 0.024))];
[self addChildNode:_undead];
[_undead removeAllAnimations];
_currentAnimation = _idleAnimation;
_currAnimationkey = @"resting";
[_undead addAnimation:_currentAnimation forKey:_currAnimationkey];动画和活动:
SCNAnimationEvent * event2 = [SCNAnimationEvent animationEventWithKeyTime:0.9 block:^(CAAnimation * _Nonnull animation, id _Nonnull animatedObject, BOOL playingBackward)
{
[self.delegate finishedDeathAnimation];
}];
_death1 = anims.death1.mutableCopy;
[_death1 setDelegate:self];
[_death1 setFillMode:kCAFillModeForwards];
_death1.removedOnCompletion = NO;
[_death1 setAnimationEvents:@[event2]];动画呼叫:
- (void)die
{
if([_currAnimationkey isEqualToString:@"dead"])
{
return;
}
[_undead removeAllAnimations];
CAAnimation * death = nil;
int anim = arc4random_uniform(3);
if(anim < 1)
{
death = _death1;
}
else if(anim < 2)
{
death = _death2;
}
else
{
death = _death3;
}
_currAnimationkey = @"dead";
_currentAnimation = death;}
//帮助获取表示节点的方法
- (SCNNode *)getSnapNode
{
SCNNode * repNode = [_undead presentationNode];
_undead.transform = repNode.transform;
repNode = _undead.clone;
return repNode;
}//在回叫电话并试图获得位置:
- (void)finishedDeathAnimation
{
SCNPlane * bloodgeometry = [SCNPlane planeWithWidth:4 height:4];
bloodgeometry.firstMaterial.diffuse.contents = [NSImage imageNamed:@"blood"];
SCNNode * bloodNode = [SCNNode node];
[bloodNode setEulerAngles:SCNVector3Make(-M_PI_2, 0, 0)];
bloodNode.geometry = bloodgeometry;
//Bip01_Pelvis
SCNNode * deadBody = [_unit getSnapNode];
SCNNode * pelvis = [deadBody childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];
NSLog(@"pelvis position %lf,%lf,%lf", present.position.x, present.position.y, present.position.z); //Always {0,0,0}
bloodNode.position = SCNVector3Make(position.x, 0.0001, position.z);
[self.parentNode addChildNode:bloodNode];
[self removeFromParentNode];
}编辑2
我还试图把它简化一点:
另一种帮助方法:
//不死/单位类
- (SCNVector3)getPosition
{
SCNNode * repNode = [[_undead childNodeWithName:@"Bip01_Pelvis" recursively:YES] presentationNode];
return repNode.position;
}关于回调:
- (void)finishedDeathAnimation
{
position = [_unit getPosition];
NSLog(@"pelvis position %lf,%lf,%lf", position.x, position.y, position.z); //Alway 0,0,0 as well :(
}发布于 2017-10-11 02:44:38
很少会发现像我这样的人仍然相信目标C而不是迅速,这就是为什么我愿意提供充分的帮助。
我有这个问题,一个动画输出从搅拌机作为一个科拉达,但成功地获得了实际的立场后,几次尝试。
使用presentationNode是正确的方法,但是在制作动画时需要从子节点获得它,例如,这是如何为一个名为_monkey的节点运行动画注意,在最后一段代码中,我从child.presentationNode而不是从_monkey.presentationNode获得了_present,并且必须在枚举期间而不是在后面获得
所以首先我要定义
NSNode * _present; 然后我会播放动画
[_monkey enumerateChildNodesUsingBlock:^(SCNNode *child, BOOL *stop)
{
for(NSString *key in child.animationKeys)
{ // for every animation key
CAAnimation *animation = [child animationForKey:key]; // get the animation
animation.usesSceneTimeBase = NO; // make it system time based
animation.repeatCount = FLT_MAX; // make it repeat forever
animation.speed = 0.2;
[child addAnimation:animation forKey:key]; // animations are copied upon addition, so we have to replace the previous animation
}
_present = child.presentationNode;
}];然后,在呈现下,我可以检查随着动画的移动而发生变化的结果(另外,如果您使用过iOS11,您可以检查worldPosition而不是位置,它也提供了很好的结果)。
- (void)renderer:(id <SCNSceneRenderer>)renderer didSimulatePhysicsAtTime:(NSTimeInterval)time
{
NSLog(@" Location X:%f Y:%f Z:%f", _present.position.x, _present.position.y, _present.position.z);
}最后,这是结果
Y:-2.505034 Z:4.426160
2017-10-11 04:42:19.700435+0200 monkey[547:137368] Location X:-5.266642 Y:-2.480119 Z:4.427162
2017-10-11 04:42:19.720763+0200 monkey[547:137368] Location X:-5.215315 Y:-2.455228 Z:4.428163
2017-10-11 04:42:19.740449+0200 monkey[547:137346] Location X:-5.163589 Y:-2.430143 Z:4.429171
2017-10-11 04:42:19.760397+0200 monkey[547:137368] Location X:-5.112190 Y:-2.405216 Z:4.430173
2017-10-11 04:42:19.780557+0200 monkey[547:137346] Location X:-5.060925 Y:-2.380355 Z:4.431173
2017-10-11 04:42:19.800418+0200 monkey[547:137342] Location X:-5.008560 Y:-2.355031 Z:4.432024这给了我很好的结果。希望它能和你一起用。
发布于 2016-12-05 23:01:10
没有动画运行,至少在您展示给我们的代码中没有。在动画播放时,检查演示节点的位置,可能是在renderer:updateAtTime:中(参见SCNRendererDelegate)。
https://stackoverflow.com/questions/40896627
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