在 SpriteKit 中,使用一个效果节点,我将一个简单的渐变应用到一个简单的矩形。
这似乎工作正常,但是将其添加到场景中会导致NSException
.
请:我做错了什么?
import SpriteKit
import GameplayKit
import CoreImage
class GameScene: SKScene {
override func didMove(to view: SKView) {
let rectangle = SKSpriteNode(color: .black, size: CGSize(width: 480, height: 80))
let gradientOne = CIFilter(name: "CILinearGradient", withInputParameters:[
"inputPoint0" : CIVector(x: 0, y: 0), "inputColor0" : SKColor.red,
"inputPoint1" : CIVector(x: 200,y: 0), "inputColor1" : SKColor.blue])
//
let effectGradient = SKEffectNode()
effectGradient.filter = gradientOne
effectGradient.addChild(rectangle)
effectGradient.blendMode = .alpha
effectGradient.shouldRasterize = true
addChild(effectGradient) //***** CRASH IS HERE *****
}
}
这是紧缩的输出:
0 CoreFoundation 0x000000010886ad4b __exceptionPreprocess + 171
1 libobjc.A.dylib 0x000000010565021e objc_exception_throw + 48
2 CoreFoundation 0x000000010886ac99 -[NSException raise] + 9
3 CoreImage 0x0000000105b2f34d -[CIFilter setValue:forUndefinedKey:] + 137
4 Foundation 0x000000010515e9df -[NSObject(NSKeyValueCoding) setValue:forKey:] + 291
5 SpriteKit 0x0000000105efa395 _ZN13SKCEffectNode17addRequistePassesEP13SKCRenderInfoPNSt3__14listINS2_10shared_ptrI13SKCRenderPassEENS2_9allocatorIS6_EEEE + 377
6 SpriteKit 0x0000000105f3fbde _ZN11SKCRenderer18doBuildRenderGroupEP7SKCNode14SKCRenderState15matrix_float4x4 + 488
7 SpriteKit 0x0000000105f3fecb _ZN11SKCRenderer18doBuildRenderGroupEP7SKCNode14SKCRenderState15matrix_float4x4 + 1237
8 SpriteKit 0x0000000105f3ef1c _ZN11SKCRenderer16buildRenderGroupERKNSt3__110shared_ptrI18SKCRenderSortGroupEE + 1264
9 SpriteKit 0x0000000105f3b686 _ZN11SKCRenderer15buildRenderPassERKNSt3__110shared_ptrI13SKCRenderPassEE + 88
10 SpriteKit 0x0000000105f3af7e _ZN11SKCRenderer6renderEP7SKCNodeDv4_fRKNSt3__110shared_ptrI15jet_framebufferEEDv4_j15matrix_float4x4bP12NSDictionaryP8SKCStatsSE_d + 2150
11 SpriteKit 0x0000000105ebec09 __59-[SKView _renderSynchronouslyForTime:preRender:postRender:]_block_invoke + 855
12 SpriteKit 0x0000000105ebe82a -[SKView _renderSynchronouslyForTime:preRender:postRender:] + 249
13 SpriteKit 0x0000000105ec1884 -[SKView layoutSubviews] + 177
14 UIKit 0x0000000106187ab8 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 1237
15 QuartzCore 0x000000010db60bf8 -[CALayer layoutSublayers] + 146
16 QuartzCore 0x000000010db54440 _ZN2CA5Layer16layout_if_neededEPNS_11TransactionE + 366
17 QuartzCore 0x000000010db542be _ZN2CA5Layer28layout_and_display_if_neededEPNS_11TransactionE + 24
18 QuartzCore 0x000000010dae2318 _ZN2CA7Context18commit_transactionEPNS_11TransactionE + 280
19 QuartzCore 0x000000010db0f3ff _ZN2CA11Transaction6commitEv + 475
20 QuartzCore 0x000000010db0fd6f _ZN2CA11Transaction17observer_callbackEP19__CFRunLoopObservermPv + 113
21 CoreFoundation 0x000000010880f267 __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ + 23
22 CoreFoundation 0x000000010880f1d7 __CFRunLoopDoObservers + 391
23 CoreFoundation 0x00000001087f38a6 CFRunLoopRunSpecific + 454
24 UIKit 0x00000001060bcaea -[UIApplication _run] + 434
25 UIKit 0x00000001060c2c68 UIApplicationMain + 159
26 testinGradients 0x000000010506e73f main + 111
27 libdyld.dylib 0x000000010981a68d start + 1
28 ??? 0x0000000000000001 0x0 + 1
)
libc++abi.dylib: terminating with uncaught exception of type NSException
更新:进一步的混乱!
尽管 Benzi 的回答有效,但我很困惑。
在他的技术中,三件事令人困惑:
困惑1:
var inputImage: CIImage?
对我来说,这看起来像 inputImage 没有初始化,没有创建,只是定义为 CIImage 类型 - 可选!所以它还不存在。
困惑2:
override var outputImage: CIImage? {
这个闭包是如何工作的,为什么会在这里?
困惑3:
guard let inputImage = inputImage else {
return nil
}
这就是说让 inputImage 成为 CIImage,但它的内容和定义从何而来?大小、形状等……从哪里来?
SKSpriteNode
我们知道它以某种方式获取传递到这里的节点实例的详细信息,因为它被使用了 - 就在这里:
let extent = inputImage.extent
SKSpriteNode
但是作为子类的添加如何SKEffectNode
成为子类中的inputImage
值CIFilter
?