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我以编程方式创建了一个完全自定义装配的 SCNNode。该节点包含自定义几何体、作为子节点层次结构的骨架装备和用于将骨架和几何体绑定在一起的 SCNSkinner 对象。问题是这样的:一旦我克隆了我的自定义节点,它就会失去几何和骨架之间的绑定。

为了找到这个问题的根源,我用我能想到的最简单的几何结构组合交换了我相当复杂的角色节点:12 个顶点的几何块和 3 个关节的骨架结构。

在这一点上,我很想分享一张图片,但因为我没有足够的声誉,所以不能这样做,但是......

-(SCNNode *)createCustomRigBlock {

    // baseGeometry
    SCNVector3 positions[] = {
        SCNVector3Make(0, 0, 0),
        SCNVector3Make(0, 0, 1),
        SCNVector3Make(1, 0, 1),
        SCNVector3Make(1, 0, 0),
        SCNVector3Make(0, 1, 0),
        SCNVector3Make(0, 1, 1),
        SCNVector3Make(1, 1, 1),
        SCNVector3Make(1, 1, 0),
        SCNVector3Make(0, 2, 0),
        SCNVector3Make(0, 2, 1),
        SCNVector3Make(1, 2, 1),
        SCNVector3Make(1, 2, 0)
    };
    SCNGeometrySource * baseGeometrySource = [SCNGeometrySource geometrySourceWithVertices:positions count:12];

    typedef struct {
        uint16_t a, b, c;
    } Triangles;

    Triangles tVectors[20] = {
        0,1,2,
        0,2,3,
        0,1,5,
        0,4,5,
        4,5,9,
        4,8,9,
        1,2,6,
        1,5,6,
        5,6,10,
        5,9,10,
        2,3,7,
        2,6,7,
        6,7,11,
        6,10,11,
        3,0,4,
        3,4,7,
        7,4,8,
        7,8,11,
        8,9,10,
        8,10,11
    };

    NSData *triangleData = [NSData dataWithBytes:tVectors length:sizeof(tVectors)];
    SCNGeometryElement * baseGeometryElement = [SCNGeometryElement geometryElementWithData:triangleData primitiveType:SCNGeometryPrimitiveTypeTriangles primitiveCount:20 bytesPerIndex:sizeof(uint16_t)];
    SCNGeometry * baseGeometry = [SCNGeometry geometryWithSources:[NSArray arrayWithObject:baseGeometrySource] elements:[NSArray arrayWithObject:baseGeometryElement]];

    baseGeometry.firstMaterial.emission.contents = [UIColor greenColor];
    baseGeometry.firstMaterial.doubleSided = YES;
    baseGeometry.firstMaterial.transparency = 0.5;
    SCNNode *customBlock = [SCNNode nodeWithGeometry:baseGeometry];

    int stageSize = 30;
    customBlock.position = SCNVector3Make(stageSize/2, 0, stageSize/2-6);

    int vectorCount = (int)[(SCNGeometrySource *)[customBlock.geometry geometrySourcesForSemantic:SCNGeometrySourceSemanticVertex].firstObject vectorCount];

    //bones ... the bones of the rig
    NSMutableArray * bonesArray = [NSMutableArray new];
    for (int i = 0; i < 3; i++) {
        SCNNode * boneNode = [SCNNode new];
        boneNode.name = [NSString stringWithFormat:@"bone_%i",i];
        if (bonesArray.count > 0) {
            [bonesArray.lastObject addChildNode:boneNode];
        }
        boneNode.position = SCNVector3Make((i>0 ? 0 : 0.5), (i>0 ? 0.75 : 0.25), (i>0 ? 0 : 0.5));

        //add a sphere to each bone, to visually check its position etc.
        SCNSphere *boneSphereGeom = [SCNSphere sphereWithRadius:0.1];
        boneSphereGeom.firstMaterial.emission.contents = [UIColor redColor];
        SCNNode * boneSphere = [SCNNode nodeWithGeometry:boneSphereGeom];
        [boneNode addChildNode:boneSphere];

        [bonesArray addObject:boneNode];
    }

    [customBlock addChildNode:bonesArray.firstObject];

    //boneInverseBindTransforms  ... this defines the geometries transformation in the default pose!
    NSMutableArray * bibtArray = [NSMutableArray new];
    for (int i = 0; i < 3; i++) {
        SCNMatrix4 initialPositionMatrix = SCNMatrix4MakeTranslation(0.5, (i*0.75)+0.25, 0.5);
        SCNMatrix4 inverseFinalMatrix = SCNMatrix4Invert(initialPositionMatrix);
        NSValue * bibtValue = [NSValue valueWithSCNMatrix4:inverseFinalMatrix];
        [bibtArray addObject:bibtValue];
    }

    //boneWeights ... the weights, at which each vertex is influenced by certain bones (which bones is defined by "boneIndices")
    typedef struct {
        float a, b, c;
    } WeightVectors;

    WeightVectors vectors[vectorCount];
    for (int i = 0; i < vectorCount; i++) {
        // set the same boneWeights for every vertex
        vectors[i].a = 1;
        vectors[i].b = 0;
        vectors[i].c = 0;
    }

    NSData *weightData = [NSData dataWithBytes:vectors length:sizeof(vectors)];
    SCNGeometrySource * boneWeightsGeometrySource = [SCNGeometrySource geometrySourceWithData:weightData
                                                                                     semantic:SCNGeometrySourceSemanticBoneWeights
                                                                                  vectorCount:vectorCount
                                                                              floatComponents:YES
                                                                          componentsPerVector:3
                                                                            bytesPerComponent:sizeof(float)
                                                                                   dataOffset:offsetof(WeightVectors, a)
                                                                                   dataStride:sizeof(WeightVectors)];

    //boneIndices
    typedef struct {
        short k, l, m;    // boneWeight
    } IndexVectors;

    IndexVectors iVectors[vectorCount];
    for (int i = 0; i < vectorCount; i++) {
        if (i > 7) {
            iVectors[i].k = 1;
            iVectors[i].l = 0;
            iVectors[i].m = 0;
        } else {
            iVectors[i].k = 0;
            iVectors[i].l = 0;
            iVectors[i].m = 0;
        }
    }

    NSData *indexData = [NSData dataWithBytes:iVectors length:sizeof(iVectors)];
    SCNGeometrySource * boneIndicesGeometrySource = [SCNGeometrySource geometrySourceWithData:indexData
                                                                                     semantic:SCNGeometrySourceSemanticBoneIndices
                                                                                  vectorCount:vectorCount
                                                                              floatComponents:NO
                                                                          componentsPerVector:3
                                                                            bytesPerComponent:sizeof(short)
                                                                                   dataOffset:offsetof(IndexVectors, k)
                                                                                   dataStride:sizeof(IndexVectors)];

    SCNSkinner * customBlockSkinner = [SCNSkinner skinnerWithBaseGeometry:baseGeometry
                                                                    bones:bonesArray
                                                boneInverseBindTransforms:bibtArray
                                                              boneWeights:boneWeightsGeometrySource
                                                              boneIndices:boneIndicesGeometrySource];

    customBlock.skinner = customBlockSkinner;
    [[bonesArray objectAtIndex:1] runAction:[SCNAction repeatActionForever:[SCNAction rotateByX:0 y:0 z:2 duration:2]]];

    return customBlock;
}

只要我直接将它添加到我的场景中,这个自定义 SCNNode 就可以完美运行。现在,在我当前的应用程序中,我需要多次将此节点添加到场景中。这就是为什么我需要克隆节点并将生成的克隆添加到场景中。但是克隆自定义节点的结果是非常错误的。正如我上面提到的,几何和骨架之间的绑定似乎丢失了。克隆节点中的骨架仍然可以定位在我的场景中,但几何不再跟随骨架位置或变换。

我已经尝试过的:

1.) 我创建了一个新节点并向其添加了原始几何图形的副本。然后我克隆了骨架根节点并将其添加到新节点中。最后,我将原件剥皮器设置为新节点剥皮器。不幸无济于事。结果的行为与直接克隆的节点完全相同。

SCNNode * newNode = [SCNNode node];
newNode.geometry = [node.geometry copy];
for (SCNNode * childNode in node.childNodes) {
    [newNode addChildNode:[childNode clone]];
}
newNode.skinner = node.skinner;

2.) 在尝试重新创建几何体和骨架之间的绑定时,我创建了 SCNSkinner 的深层副本,并使其成为新节点的蒙皮器。但这只会导致 C3DSourceAccessorGetMutableValuePtrAtIndex 崩溃,我无法修复。

NSArray * newBones = [newNode childNodesPassingTest:^(SCNNode *child, BOOL *stop)
                      {
                          if (![child.name isEqualToString:@"manipulator"] ) {
                              return YES;
                          }
                          return NO;
                      }];
NSArray * newBoneInverseBindTransforms = [node.skinner.boneInverseBindTransforms copy];
SCNGeometrySource * newBoneWeights = [SCNGeometrySource geometrySourceWithData:[node.skinner.boneWeights.data copy]
                                                                      semantic:SCNGeometrySourceSemanticBoneWeights
                                                                   vectorCount:node.skinner.boneWeights.vectorCount
                                                               floatComponents:node.skinner.boneWeights.floatComponents
                                                           componentsPerVector:node.skinner.boneWeights.componentsPerVector
                                                             bytesPerComponent:node.skinner.boneWeights.bytesPerComponent
                                                                    dataOffset:node.skinner.boneWeights.dataOffset
                                                                    dataStride:node.skinner.boneWeights.dataStride];

SCNGeometrySource * newBoneIndices = [SCNGeometrySource geometrySourceWithData:[node.skinner.boneIndices.data copy]
                                                                      semantic:SCNGeometrySourceSemanticBoneIndices
                                                                   vectorCount:node.skinner.boneIndices.vectorCount
                                                               floatComponents:node.skinner.boneIndices.floatComponents
                                                           componentsPerVector:node.skinner.boneIndices.componentsPerVector
                                                             bytesPerComponent:node.skinner.boneIndices.bytesPerComponent
                                                                    dataOffset:node.skinner.boneIndices.dataOffset
                                                                    dataStride:node.skinner.boneIndices.dataStride];

SCNSkinner * newSkinner = [SCNSkinner skinnerWithBaseGeometry:newNode.geometry
                                                bones:newBones
                            boneInverseBindTransforms:newBoneInverseBindTransforms
                                          boneWeights:newBoneWeights
                                          boneIndices:newBoneIndices];
newNode.skinner = newSkinner;
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1 回答 1

0

答案在苹果 SCNNode 文档中。尝试使用flattenedClone()方法而不是clone(). 还有一件事,它不需要任何 for 声明。这是 Swift 中的一个小例子:

nodeB = nodeA.flattenedClone()

现在,nodeB 包含 nodeA 的所有子节点

于 2015-06-12T15:44:04.850 回答