我正在尝试在我的 ARKit 代码中添加多个带有阴影的 3d 对象。
我这样创建节点
func loadNodaA()
{
isObjectCoordinatesAtCentre = false
let scaleFactor = 0.005
let dragonScene = SCNScene(named:"art.scnassets/Lowpoly_tree_sample.dae")!
let queenNode = dragonScene.rootNode.childNode(withName: "Tree_lp_11", recursively: true)
let geometry : SCNGeometry = (queenNode?.geometry)!
geometry.materials = [self.CreateMaterialWithName("streakedmetal")];
nodeA = dragonScene.rootNode
nodeA.position = SCNVector3Zero
nodeA.scale = SCNVector3(x: Float(scaleFactor), y: Float(scaleFactor), z: Float(scaleFactor))
nodeA.position = SCNVector3Make(0,0,0)
}
一旦 ARKIT 检测到飞机,我就会创建一个这样的飞机:
func createPlaneNode(anchor: ARPlaneAnchor) -> SCNNode {
let floatwidth = anchor.extent.x
let floatlength = anchor.extent.z
let floatPlaneHeight : Float = 0.001
let planeGeometry = SCNBox(width: CGFloat(floatwidth), height: CGFloat(floatPlaneHeight), length: CGFloat(floatlength), chamferRadius:0)
planesGeometries[anchor.identifier] = planeGeometry
let planeNode = SCNNode(geometry: planeGeometry)
let transparentMaterial : SCNMaterial = SCNMaterial()
//transparentMaterial.diffuse.contents = UIImage.init(named: "art.scnassets/GridtextureGrayLines.png")
transparentMaterial.diffuse.contents = UIImage.init(named: "art.scnassets/sunmica.png")
//planeGeometry.materials = [transparentMaterial, transparentMaterial, transparentMaterial, transparentMaterial,self.CreateMaterialWithName("redbricks"), transparentMaterial];
//planeGeometry.materials = [transparentMaterial]
planeGeometry.firstMaterial = transparentMaterial
transparentMaterial.diffuse.contentsTransform = SCNMatrix4MakeScale(2,2, 0)
planeNode.geometry?.firstMaterial?.diffuse.wrapS = .repeat
planeNode.geometry?.firstMaterial?.diffuse.wrapT = .repeat
planeNode.position = SCNVector3Make(0, -(floatPlaneHeight/2), 0)
planeNode.physicsBody = SCNPhysicsBody(type: .kinematic, shape: SCNPhysicsShape(geometry: planeGeometry, options: nil))
//planeNode.castsShadow = true
self.setTextureScale(plane: planeNode, planeGeometry: planeGeometry)
return planeNode
}
并且在飞机的水龙头上,我正在向它添加带有阴影的树对象。但问题是当我一次又一次地克隆这些对象时,树下的平面会变得更加明亮,我认为我添加的光节点会继续为每个节点添加,尽管我试图按名称删除它。
func insertGeometry(_ anchor : ARHitTestResult ) {
let h = CGFloat(selectedNode.boundingBox.max.y - selectedNode.boundingBox.min.y)
var insertionYOffset: Float = Float(h)/2.0;
if isObjectCoordinatesAtCentre == false
{
insertionYOffset = 0
}
let hitPointPosition = SCNVector3Make(
anchor.worldTransform.columns.3.x,
anchor.worldTransform.columns.3.y + insertionYOffset,
anchor.worldTransform.columns.3.z
);
var nodeClone = SCNNode.init()
if CurrentNodeChoise == 1
{
//This means draw tree
nodeClone = nodeA.clone()
}
nodeClone.position = hitPointPosition
sceneView.scene.rootNode.addChildNode(nodeClone)
guard let spotlightNode : SCNNode = (sceneView.scene.rootNode.childNode(withName: "LightForShadows", recursively: true)) else {
let spot = SCNLight()
spot.type = .spot
spot.castsShadow = true
spot.color = UIColor.darkGray
spot.shadowMode = .forward
spot.intensity = 2000
spot.shadowRadius = 5;
spot.shadowSampleCount = 20;
spot.shadowMapSize = CGSize(width: 4000, height: 4000)
spot.orthographicScale=50;
spot.zNear=1;
spot.zFar=1000;
spot.name = "myLight"
let spotNode = SCNNode()
spotNode.light = spot
spotNode.position = SCNVector3(x:4, y: 6, z: 0)
let lookAt = SCNLookAtConstraint.init(target: nodeClone)
constraintsArray.append(lookAt)
spotNode.constraints = constraintsArray
spotNode.name = "LightForShadows"
sceneView.scene.rootNode.addChildNode(spotNode)
return
}
let lookAt = SCNLookAtConstraint.init(target: nodeClone)
constraintsArray.append(lookAt)
spotlightNode.constraints = constraintsArray
}
我还尝试仅向第一个节点添加光,然后通过仅更新第一个光节点为其余节点添加光。但这也行不通。我希望树木添加阴影,其下方的平面保持不变。阴影也不完美,有没有办法让它们变得更好?
查看屏幕截图树下的平面如何随着一棵树的添加而变化。