joh*_*doe 3 ios scenekit arkit
我正在尝试使用SceneKit在ARKit中缩放椅子的3D模型.这是我的捏手势代码:
@objc func pinched(recognizer :UIPinchGestureRecognizer) {
var deltaScale :CGFloat = 0.0
deltaScale = 1 - self.lastScale - recognizer.scale
print(recognizer.scale)
let sceneView = recognizer.view as! ARSCNView
let touchPoint = recognizer.location(in: sceneView)
let scnHitTestResults = self.sceneView.hitTest(touchPoint, options: nil)
if let hitTestResult = scnHitTestResults.first {
let chairNode = hitTestResult.node
chairNode.scale = SCNVector3(deltaScale,deltaScale,deltaScale)
self.lastScale = recognizer.scale
}
}
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它确实可以扩展,但由于一些奇怪的原因,它颠倒了3D模型.有什么想法吗?此外,尽管缩放有效,但是当使用捏合缩放在多个进程中使用时,它不会像不同的比例因子那样平滑且有点跳跃.
以下是我扩展节点的方法:
/// Scales An SCNNode
///
/// - Parameter gesture: UIPinchGestureRecognizer
@objc func scaleObject(gesture: UIPinchGestureRecognizer) {
guard let nodeToScale = currentNode else { return }
if gesture.state == .changed {
let pinchScaleX: CGFloat = gesture.scale * CGFloat((nodeToScale.scale.x))
let pinchScaleY: CGFloat = gesture.scale * CGFloat((nodeToScale.scale.y))
let pinchScaleZ: CGFloat = gesture.scale * CGFloat((nodeToScale.scale.z))
nodeToScale.scale = SCNVector3Make(Float(pinchScaleX), Float(pinchScaleY), Float(pinchScaleZ))
gesture.scale = 1
}
if gesture.state == .ended { }
}
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在我的示例中,当前节点引用了一个SCNNode,尽管您可以根据需要设置它.
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