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我正在创建一个自定义 SCNGeometry。首先,我将其开发为平面。它会显示,我可以将颜色应用到它的漫反射内容,但如果我尝试应用任何东西,例如 UIImage 或 CALayer,它会显示为白色。

代码:

let positions = [
    SCNVector3(-1, 0, 0),
    SCNVector3(1, 0, 0),
    SCNVector3(-1, 0, -1),
    SCNVector3(1, 0, -1)
]

let indices: [UInt8] = [
    0, 1, 2,
    1, 3, 2
]

let vertexSource = SCNGeometrySource(vertices: positions)

let indexData = Data(bytes: indices, count: indices.count)

let element = SCNGeometryElement(
    data: indexData,
    primitiveType: SCNGeometryPrimitiveType.triangles,
    primitiveCount: indices.count / 3,
    bytesPerIndex: 1)

let geometry = SCNGeometry(
    sources: [vertexSource],
    elements: [element])

geometry.firstMaterial?.diffuse.contents = UIImage(named: "homer")
4

1 回答 1

3

为了能够对几何体进行纹理化,您还需要提供 UV 坐标(纹理坐标)源。

let textureCoordinates = [
    CGPoint(x: 0, y: 0),
    CGPoint(x: 1, y: 0),
    CGPoint(x: 0, y: 1),
    CGPoint(x: 1, y: 1)
]

let uvSource = SCNGeometrySource(textureCoordinates: textureCoordinates)

let element = ...

let geometry = SCNGeometry(
    sources: [vertexSource, uvSource],
    elements: [element])
于 2018-02-11T16:17:37.380 回答