在ARKit中缩放SCNNode

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.

Bla*_*orz 9

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.