如何解决 Swift Playgrounds 中的“运行此页面时出现问题”消息?

42n*_*2nd 5 scenekit swift swift-playground

我正在尝试使用 SceneKit 为 WWDC 学生挑战赛做一些事情,这要求我的项目在 Swift 游乐场中。我不断收到“运行此页面时出现问题”的消息。它不提供错误消息。它只是建议检查我的代码或重新开始。我曾尝试单独删除代码段,但找不到此问题的根源。我还尝试在 man Xcode playground 中运行它,它提供了警告,我引用“操场无法继续运行,因为操场源代码做到了”。我被困住了。我的代码有什么问题。

import UIKit
import SceneKit
import QuartzCore 
import PlaygroundSupport

class GameScene: UIViewController, SCNSceneRendererDelegate {
    var primaryView: SCNView!
    var primaryScene: SCNScene!
    var cameraNode: SCNNode!
    
    override func viewDidLoad() {
        sceneAndViewInit()
        cameraInit()
        createGround()
        moonInit()
    }
    
    func createGround() {
        var ground = SCNBox(width: 200, height: 1, length: 200, chamferRadius: 0)
        var groundPhysicsShape = SCNPhysicsShape(geometry: ground, options: nil) 
        var groundNode = SCNNode(geometry: ground)
        ground.firstMaterial?.diffuse.contents = UIColor.orange
        ground.firstMaterial?.specular.contents = UIColor.white
        groundNode.position = SCNVector3(0, -6, 0)
        groundNode.physicsBody = SCNPhysicsBody(type: .static, shape: groundPhysicsShape)
        primaryScene.rootNode.addChildNode(groundNode)
    }
    
    func sceneAndViewInit() {
        primaryView = SCNView(frame: CGRect(x: 0, y: 0, width: 500, height: 300))
        primaryView.allowsCameraControl = true
        primaryView.autoenablesDefaultLighting = true
        
        primaryScene = SCNScene()
        
        primaryView.scene = primaryScene
        primaryView.isPlaying = true
    }
    
    func cameraInit() {
        var cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 2)
        cameraNode.camera?.fieldOfView = 65
        cameraNode.camera?.wantsHDR = false
        primaryScene.rootNode.addChildNode(cameraNode)
    }
    
    func moonInit() {
        let moonScene = SCNScene(named: "Moon.scn")
        var moonNode = moonScene?.rootNode.childNode(withName: "Sphere", recursively: true)
        var moonPhysicsShape = SCNPhysicsShape(node: moonNode!, options: nil)
        moonNode?.position = SCNVector3(0, 0, 0)
        moonNode?.scale = SCNVector3(1, 1, 1)
        moonNode?.name = "Moon"
        moonNode?.physicsBody = SCNPhysicsBody(type: .static, shape: moonPhysicsShape)
        primaryScene.rootNode.addChildNode(moonNode!)
    }
    
    func renderer(_ aRenderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
        print(time)
    }
}

let gameScene = GameScene()
PlaygroundPage.current.liveView = gameScene
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(“Moon.scn”是我在资源/文件部分中的一个文件及其纹理,如果没有任何与月球相关的代码,我仍然有问题。)

小智 5

要查看完整的错误消息,请转到“设置”应用程序 ->“Playgrounds” -> 打开“创作调试模式”。这并不能直接解决问题,但对于定位错误更有帮助。

设置应用程序 -> Playgrounds -> 打开创作调试模式


42n*_*2nd 1

我找到了解决这个问题的方法。但是,我只能向您提供有关问题所在以及如何解决问题的大致想法。
问题似乎出在类顶部的变量声明上。

var primaryView: SCNView!
var primaryScene: SCNScene!
var cameraNode: SCNNode!
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类型后面的感叹号表示该变量是一个implicitly-unwrapped optional(我引用了这个 Stack Overflow 响应,它更深入地解释了它的含义),但或多或​​少该变量在使用时会自动强制展开。我对 Swift 的应用知识比技术知识更多,所以我的猜测是,当GameScene创建一个对象时,合成初始化程序尝试设置这些变量,由于某种原因,它需要从变量中读取, gets nil,并且无法继续。

解决方案似乎是将变量的值放入其初始声明中(可能有更好的解决方案,但这至少在我的测试中有效。),这样它们就不适合nil初始化程序。现在我无法在这里完全解释这个问题的原因是,这似乎只是对于SCNScene。我真的不知道为什么会这样。

代码(***标记重要注释):

import UIKit
import SceneKit
import QuartzCore 
import PlaygroundSupport

class GameScene: UIViewController, SCNSceneRendererDelegate {
    var primaryView: SCNView!// = SCNView(frame: CGRect(x: 0, y: 0, width: 500, height: 300)) //***This seems to work for reasons beyond me with the implicitly-unwrapped optional***
    var primaryScene = SCNScene() //***The implicitly unwrapped optional is removed here***
    var cameraNode = SCNNode() //***The implicitly unwrapped optional is removed here (I am not sure if that is necessary but it probably good practice not to use it anywhere intros code.  I use it earlier to demonstrate its weird complexities.)***
    
    override func viewDidLoad() {
        sceneAndViewInit()
        cameraInit()
        createGround()
        //moonInit() ***I removed this for simplicity in the answer***
    }
    
    func createGround() {
        var ground = SCNBox(width: 200, height: 1, length: 200, chamferRadius: 0)
        var groundPhysicsShape = SCNPhysicsShape(geometry: ground, options: nil) 
        var groundNode = SCNNode(geometry: ground)
        ground.firstMaterial?.diffuse.contents = UIColor.orange
        ground.firstMaterial?.specular.contents = UIColor.white
        groundNode.position = SCNVector3(0, -6, 0)
        groundNode.physicsBody = SCNPhysicsBody(type: .static, shape: groundPhysicsShape)
        primaryScene.rootNode.addChildNode(groundNode)
    }
    
    func sceneAndViewInit() {
        primaryView = SCNView(frame: CGRect(x: 0, y: 0, width: 500, height: 300))
        primaryView.allowsCameraControl = true
        primaryView.autoenablesDefaultLighting = true
        
        //primaryScene = SCNScene() ***This is not necessary when it is declared above***
        
        self.primaryView.scene = primaryScene
        //primaryView.isPlaying = true
        
        self.view = primaryView //***I realized later you need this bit of code or the program will only display a blank screen***
    }
    
    func cameraInit() {
        //var cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 2)
        cameraNode.camera?.fieldOfView = 65
        cameraNode.camera?.wantsHDR = false
        primaryScene.rootNode.addChildNode(cameraNode)
    }
    
    func moonInit() {
        let moonScene = SCNScene(named: "Moon.scn")
        var moonNode = moonScene?.rootNode.childNode(withName: "Sphere", recursively: true)
        var moonPhysicsShape = SCNPhysicsShape(node: moonNode!, options: nil)
        moonNode?.position = SCNVector3(0, 0, 0)
        moonNode?.scale = SCNVector3(1, 1, 1)
        moonNode?.name = "Moon"
        moonNode?.physicsBody = SCNPhysicsBody(type: .static, shape: moonPhysicsShape)
        primaryScene.rootNode.addChildNode(moonNode!)
    }
    
    func renderer(_ aRenderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
        print(time)
    }
}

let gameScene = GameScene()
PlaygroundPage.current.liveView = gameScene
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最后一点:self.view = primaryView代码非常重要。我在完整代码中做了注释,但我发现这种方法很难在互联网上找到。UIViewController我认为这与(我根本不了解)有关UIKit,但是如果您现在有那段代码,则要么显示空白屏幕,要么仅显示空白屏幕SceneKitUIKit如果你不明白这些是单独的问题,那么它们真的很难解读。