SceneKit - SCNText居中不正确

Ton*_*ony 5 scenekit scntext

我试图在下面的代码中使文本字符串(SCNText)适合框(SCNBox).框的大小看起来正确,但文本不在框的右侧中心.任何想法或解决方案?谢谢

let geoText = SCNText(string: "Hello", extrusionDepth: 1.0)
geoText.font = UIFont (name: "Arial", size: 8)
geoText.firstMaterial!.diffuse.contents = UIColor.red
let textNode = SCNNode(geometry: geoText)

let (minVec, maxVec) = textNode.boundingBox
scnScene.rootNode.addChildNode(textNode)

let w = CGFloat(maxVec.x - minVec.x)
let h = CGFloat(maxVec.y - minVec.y)
let d = CGFloat(maxVec.z - minVec.z)

let geoBox = SCNBox(width: w, height: h, length: d, chamferRadius: 0)
geoBox.firstMaterial!.diffuse.contents = UIColor.green.withAlphaComponent(0.5)
scnScene.rootNode.addChildNode(boxNode)
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文本不是框的中心

编辑:我添加了一个新的字符串图像(没有SCNBox节点)与debugOptions showBoundingBoxes看到它的边界框

在此输入图像描述

解决方案1:

从vdugnist的回答中,我为任何想要测试的人创建了一个游乐场代码:

import UIKit
import SceneKit
import PlaygroundSupport

var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 600))
var scene = SCNScene()
sceneView.scene = scene
PlaygroundPage.current.liveView = sceneView

let geoText = SCNText(string: "Hello", extrusionDepth: 1.0)
geoText.font = UIFont (name: "Arial", size: 12)
geoText.firstMaterial!.diffuse.contents = UIColor.red
let textNode = SCNNode(geometry: geoText)

let (minVec, maxVec) = textNode.boundingBox
textNode.position = SCNVector3(x: (minVec.x - maxVec.x) / 2, y: minVec.y - maxVec.y, z: 0)
textNode.pivot = SCNMatrix4MakeTranslation((maxVec.x - minVec.x) / 2, 0, 0)
scene.rootNode.addChildNode(textNode)

let w = CGFloat(maxVec.x - minVec.x)
let h = CGFloat(maxVec.y - minVec.y)
let d = CGFloat(maxVec.z - minVec.z)

let geoBox = SCNBox(width: w, height: h, length: d, chamferRadius: 0)
geoBox.firstMaterial!.diffuse.contents =   UIColor.green.withAlphaComponent(0.5)
let boxNode = SCNNode(geometry: geoBox)
boxNode.position = SCNVector3Make((maxVec.x - minVec.x) / 2 + minVec.x, (maxVec.y - minVec.y) / 2 + minVec.y, 0);
textNode.addChildNode(boxNode)
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在此输入图像描述

解决方案2:

我需要将文本移动到零(0,0,0)而不是移动文本和around框,因此我继续从解决方案1更改文本的轴.现在代码如下:

import UIKit
import SceneKit
import PlaygroundSupport


var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 600))
var scene = SCNScene()
sceneView.scene = scene
PlaygroundPage.current.liveView = sceneView


let geoText = SCNText(string: "Hello", extrusionDepth: 1.0)
geoText.font = UIFont (name: "Arial", size: 12)
geoText.firstMaterial!.diffuse.contents = UIColor.red
let textNode = SCNNode(geometry: geoText)

let (minVec, maxVec) = textNode.boundingBox
textNode.pivot = SCNMatrix4MakeTranslation((maxVec.x - minVec.x) / 2 + minVec.x, (maxVec.y - minVec.y) / 2 + minVec.y, 0)
scene.rootNode.addChildNode(textNode)

let w = CGFloat(maxVec.x - minVec.x)
let h = CGFloat(maxVec.y - minVec.y)
let d = CGFloat(maxVec.z - minVec.z)

let geoBox = SCNBox(width: w, height: h, length: d, chamferRadius: 0)
geoBox.firstMaterial!.diffuse.contents = UIColor.green.withAlphaComponent(0.6)
let boxNode = SCNNode(geometry: geoBox)
scene.rootNode.addChildNode(boxNode)
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vdu*_*ist 10

SCNText与其他几何的区别在于SCNText原点位于左下角.在其他几何形状中,它是一个底部中心.

要修复父节点中的文本位置,可以将其pivotPoint.x设置为宽度的一半:

SCNVector3 min, max;
[textNode getBoundingBoxMin:&min max:&max];
textNode.pivot = SCNMatrix4MakeTranslation((max.x - min.x) / 2, 0, 0);
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要修复子节点位置,您应将其位置设置为宽度加上min的一半:

SCNVector3 min, max;
[textNode getBoundingBoxMin:&min max:&max];
subnode.position = SCNVector3Make((max.x - min.x) / 2 + min.x, (max.y - min.y) / 2 + min.y, 0);
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  • 您可以使用第二个解决方案中的坐标尝试将Box节点添加为文本节点的子节点,而不是根节点吗?我在您的代码中看到的问题是,您是从textNode获取boundingBox(它在textNode坐标系中返回),并在rootNode坐标系中使用它们。 (2认同)

Pet*_*inz 6

Swift:将文本节点正确地置于父节点中

let (min, max) = textNode.boundingBox

let dx = min.x + 0.5 * (max.x - min.x)
let dy = min.y + 0.5 * (max.y - min.y)
let dz = min.z + 0.5 * (max.z - min.z)
textNode.pivot = SCNMatrix4MakeTranslation(dx, dy, dz)

let textNodeParent = SCNNode()
textNodeParent.addChildNode(textNode)
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