两个节点之间没有检测到ARKit的冲突

Edo*_*Cal 5 collision nodes skphysicsbody swift arkit

我创建了两个节点:一个球体和一个盒子:

    var sphere = SCNNode(geometry: SCNSphere(radius: 0.005))
    //I get the box node from scn file
    let boxScene = SCNScene(named: "art.scnassets/world.scn")!
    var boxNode: SCNNode?
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我想要两个节点或physicsBody进行交互,所以我为categoryBitMask和创建了一个类别contactTestBitMask:

struct CollisionCategory: OptionSet {
    let rawValue: Int
    static let box = CollisionCategory(rawValue: 1)
    static let sphere = CollisionCategory(rawValue: 2)
} 
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在这里,我将盒子节点设置为物理体:

self.boxScene.rootNode.enumerateChildNodes { (node, _) in
    if node.name == "box" {
        boxNode = node
        let boxBodyShape = SCNPhysicsShape(geometry: SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0.1), options: nil)
        let physicsBody = SCNPhysicsBody(type: .static, shape: boxBodyShape)
        boxNode!.physicsBody = physicsBody
        boxNode!.physicsBody?.categoryBitMask = CollisionCategory.box.rawValue
        boxNode!.physicsBody?.contactTestBitMask = CollisionCategory.sphere.rawValue
        boxNode!.physicsBody?.collisionBitMask = boxNode!.physicsBody!.contactTestBitMask
    }
}
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在这里,我在渲染函数中设置了球体节点,您可以在视图中移动:

func setUpSphere() {
         let sphereBodySphere = SCNPhysicsShape(geometry: SCNSphere(radius: 0.005))
         let physicsBody = SCNPhysicsBody(type: .kinematic, shape: sphereBodySphere)
         sphere.physicsBody = physicsBody
         sphere.physicsBody?.categoryBitMask = CollisionCategory.sphere.rawValue
         sphere.physicsBody?.contactTestBitMask = CollisionCategory.box.rawValue
         sphere.geometry?.firstMaterial?.diffuse.contents = UIColor.blue
         sphere.physicsBody?.collisionBitMask = sphere.physicsBody!.contactTestBitMask
         previousPoint = currentPosition 
}

///It Adds a sphere and changes his position
func renderer(_ renderer: SCNSceneRenderer, willRenderScene scene: SCNScene, atTime time: TimeInterval) {
    guard let pointOfView = sceneView.pointOfView else { return }
    let mat = pointOfView.transform
    let dir = SCNVector3(-1 * mat.m31, -1 * mat.m32, -1 * mat.m33)
    let currentPosition = pointOfView.position + (dir * 0.185)

    if buttonPressed {
        if let previousPoint = previousPoint {
            sphere.position = currentPosition
            sceneView.scene.rootNode.addChildNode(sphere)
        }
     }
}
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我将协议添加SCNPhysicsContactDelegate到ViewController,并在ViewDidLoad()中设置:

override func viewDidLoad() {
    super.viewDidLoad()
    sceneView.delegate = self
    sceneView.scene.physicsWorld.contactDelegate = self
    ///I correctly see the shapes of the sphere and the box physics            bodies using
    sceneView.debugOptions = .showPhysicsShapes
    createBox()
    setUpSphere()
    sceneView.scene = boxScene
    sceneView.scene.physicsWorld.contactDelegate = self
}
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然后我添加了这个功能:

func physicsWorld(_ world: SCNPhysicsWorld, didEnd contact: SCNPhysicsContact) {
        print("Collision!")
}
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在此输入图像描述

这就是发生的事情.

当两个节点碰撞时没有任何反应,所以我不知道这两个物体是否在接触.问题可能是关于.kinematic,.static还是关于函数render()?我在ARKit中逐步跟踪了有关碰撞的不同教程:教程1,教程2.我不知道它为什么不像预期的那样工作.我的代码中有什么问题吗?

下载文件代码链接: https ://ufile.io/20sla

Cra*_*ens 1

willRenderScene每次渲染场景时,每秒都会调用 uptown 60 次。由于每次都会重新创建物理体,因此可能会弄乱物理引擎确定碰撞。

尝试更改代码以在设置期间仅创建物理体一次。