dir*_*irk 6 scenekit swift swiftui
我正在尝试使用底层 SceneKit 场景/视图来实现一个非常基本的 SwiftUI 应用程序。SwiftUI 视图中的按钮应该操纵场景的内容,反之亦然,场景的内容应该确定按钮是活动的还是非活动的。
是的,我已经阅读并观看了 Apple 开发人员会议226:通过 SwiftUI 的数据流和231:集成 SwiftUI。我按照自己的方式学习了 Apple教程。但我在这里有点迷失。任何提示和方向表示赞赏。
这是代码:
我有一个 MainView,它使用一个SCNView带有HUDView顶部的 SceneKit :
import SwiftUI
struct MainView: View {
var body: some View {
ZStack {
SceneView()
HUDView()
}
}
}
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在SceneView集成了SCNView经由UIViewRepresentable协议。场景有两个函数来添加和移除场景中的框:
import SwiftUI
import SceneKit
struct SceneView: UIViewRepresentable {
let scene = SCNScene()
func makeUIView(context: Context) -> SCNView {
// create a box
scene.rootNode.addChildNode(createBox())
// code for creating the camera and setting up lights is omitted for simplicity
// …
// retrieve the SCNView
let scnView = SCNView()
scnView.scene = scene
return scnView
}
func updateUIView(_ scnView: SCNView, context: Context) {
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
// configure the view
scnView.backgroundColor = UIColor.gray
// show statistics such as fps and timing information
scnView.showsStatistics = true
scnView.debugOptions = .showWireframe
}
func createBox() -> SCNNode {
let boxGeometry = SCNBox(width: 20, height: 24, length: 40, chamferRadius: 0)
let box = SCNNode(geometry: boxGeometry)
box.name = "box"
return box
}
func removeBox() {
// check if box exists and remove it from the scene
guard let box = scene.rootNode.childNode(withName: "box", recursively: true) else { return }
box.removeFromParentNode()
}
func addBox() {
// check if box is already present, no need to add one
if scene.rootNode.childNode(withName: "box", recursively: true) != nil {
return
}
scene.rootNode.addChildNode(createBox())
}
}
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将HUDView按钮与用于在底层场景中添加和删除框的操作捆绑在一起。如果框对象在场景中,则添加按钮应处于非活动状态,只有移除按钮应处于活动状态:
struct HUDView: View {
var body: some View {
VStack(alignment: .leading) {
HStack(alignment: .center, spacing: 2) {
Spacer()
ButtonView(action: {}, icon: "plus.square.fill", isActive: false)
ButtonView(action: {}, icon: "minus.square.fill")
ButtonView(action: {}) // just a dummy button
}
.background(Color.white.opacity(0.2))
Spacer()
}
}
}
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这些按钮也相当简单,它们执行一个操作,可选的一个图标以及它们的初始活动/非活动状态:
struct ButtonView: View {
let action: () -> Void
var icon: String = "square"
@State var isActive: Bool = true
var body: some View {
Button(action: action) {
Image(systemName: icon)
.font(.title)
.accentColor(isActive ? Color.white : Color.white.opacity(0.5))
}
.frame(width: 44, height: 44)
}
}
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生成的应用程序非常简单:
SceneKit 场景渲染正确,我能够在屏幕上操纵相机。
但是如何将按钮动作连接到相应的场景功能呢?我如何让场景通知 HUDView 它的内容(框是否存在),以便它可以设置按钮的活动/非活动状态?
完成这项任务的最佳方法是什么?我应该实现一个CoordinatorinSceneView吗?我应该使用SceneViewController通过UIViewControllerRepresentable协议单独实现吗?
我找到了一个解决方案,使用@EnvironmentalObject,但我不完全确定这是否是正确的方法。因此,对此发表评论表示赞赏。
首先,我将 SCNScene 移入 \xe2\x80\x99s 自己的类中,并将其设为OberservableObject:
class Scene: ObservableObject {\n @Published var scene: SCNScene\n\n init(_ scene: SCNScene = SCNScene()) {\n self.scene = scene\n self.scene = setup(scene: self.scene)\n }\n\n // code omitted which deals with setting the scene up and adding/removing the box\n\n // method used to determine if the box node is present in the scene -> used later on \n func boxIsPresent() -> Bool {\n return scene.rootNode.childNode(withName: "box", recursively: true) != nil\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n\n我将其Scene作为.environmentalObject(),因此它可用于所有视图:
class SceneDelegate: UIResponder, UIWindowSceneDelegate {\n\n func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {\n\n // Create the SwiftUI view that provides the window contents.\n let sceneKit = Scene()\n let mainView = MainView().environmentObject(sceneKit)\n\n // Use a UIHostingController as window root view controller.\n if let windowScene = scene as? UIWindowScene {\n let window = UIWindow(windowScene: windowScene)\n window.rootViewController = UIHostingController(rootView: mainView)\n self.window = window\n window.makeKeyAndVisible()\n }\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n\nMainView稍微改变一下,调用SceneView(a UIViewRepresentable) 并单独Scene设置环境:
struct MainView: View {\n @EnvironmentObject var scene: Scene\n\n var body: some View {\n ZStack {\n SceneView(scene: self.scene.scene)\n HUDView()\n }\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n\n然后我将其Scene作为HUDViewan提供@EnvironmentalObject,这样我就可以引用场景及其方法并从 Button 操作中调用它们。另一个效果是,我可以查询Scene辅助方法来确定按钮是否应该处于活动状态:
struct HUDView: View {\n @EnvironmentObject var scene: Scene\n @State private var canAddBox: Bool = false\n @State private var canRemoveBox: Bool = true\n\n var body: some View {\n VStack {\n HStack(alignment: .center, spacing: 0) {\n Spacer ()\n\n ButtonView(\n action: {\n self.scene.addBox()\n if self.scene.boxIsPresent() {\n self.canAddBox = false\n self.canRemoveBox = true\n }\n },\n icon: "plus.square.fill",\n isActive: $canAddBox\n )\n\n ButtonView(\n action: {\n self.scene.removeBox()\n if !self.scene.boxIsPresent() {\n self.canRemoveBox = false\n self.canAddBox = true\n }\n },\n icon: "minus.square.fill",\n isActive: $canRemoveBox\n )\n\n }\n .background(Color.white.opacity(0.2))\n\n Spacer()\n }\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n\n这是 ButtonView 代码,它使用 a@Binding来设置其活动状态(不确定使用@State property in):
struct ButtonView: View {\n let action: () -> Void\n var icon: String = "square"\n @Binding var isActive: Bool\n\n var body: some View {\n Button(action: action) {\n Image(systemName: icon)\n .font(.title)\n .accentColor(self.isActive ? Color.white : Color.white.opacity(0.5))\n }\n .frame(width: 44, height: 44)\n .disabled(self.isActive ? false: true)\n\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n\n无论如何,代码现在可以运行了。对此有什么想法吗?
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