我创建了在3d对象上绘制的示例应用程序,输出图形不平滑(如图所示)。我花了将近一天的时间来弄清楚仍然无法解决的问题。可能是什么问题?
我正在创建如下的自定义绘图几何
//I am creating self.drawingNode touches begin and adding to the rootnode
//points are nothing but 2d points from touches
func createGeometryForPoints(points:[CGPoint]) -> SCNGeometry {
var all_3d_points:[SCNVector3] = []
for point in points {
let result = self.get3dPoint(point)
if result.1 == true {
all_3d_points.append(result.0)
} else {
print("INVALID POINT")
}
}
var indices: [Int32] = []
var index:Int32 = 0
var previousIndex:Int32 = -1
for _ in all_3d_points {
if(previousIndex != -1) {
indices.append(previousIndex)
}
indices.append(index)
index = index + 1
previousIndex = index
}
if indices.count > 0 {
indices.removeLast();
}
let indexData = NSData(bytes: indices, length: sizeof(Int32) * indices.count)
let source = SCNGeometrySource.init(vertices: all_3d_points, count: all_3d_points.count)
let element = SCNGeometryElement.init(data: indexData, primitiveType: .Line, primitiveCount: indices.count/2, bytesPerIndex: sizeof(Int32))
let line = SCNGeometry(sources: [source], elements: [element])
line.materials.first?.diffuse.contents = UIColor.redColor()
line.materials.first?.doubleSided = true
return line
}
func get3dPoint(point:CGPoint) -> (SCNVector3,Bool) {
var canAdd = false
let scnView = self.view as! SCNView
var unprojectedStartPoint = SCNVector3.init(x:Float(point.x), y:Float(point.y), z:0)
let hitResults = scnView.hitTest(point, options: nil)
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
if hitResults.count > 1 {
print("SOME PROBLEM")
}
unprojectedStartPoint = result.localCoordinates
unprojectedStartPoint = result.node.convertPosition(unprojectedStartPoint, toNode: self.drawingNode!)
canAdd = true
}
return (unprojectedStartPoint,canAdd)
}
编辑
我正在考虑找到偏移以及相机方向或正常,因为我是scenekit的新手,我没有得到如何将这个偏移添加到绘图节点,在这个方向寻找帮助
func createMarkup() -> Void { let drawingNode = SCNNode() drawingNode.renderingOrder = 1000 self.parentNode!.addChildNode(drawingNode) let geometry = self.createGeometryForPoints(allPoints,node: drawingNode) drawingNode.geometry = geometry drawingNode.geometry?.materials.first?.doubleSided = true }
编辑:2
通过在命中测试的正常情况下添加次要偏移来解决问题
let offsetToAvoidFlickering: Float = 0.05
unprojectedStartPoint = unprojectedStartPoint + result.localNormal.normalized() * offsetToAvoidFlickering
我怀疑你有深度精度问题;看起来你的部分线被剪裁了,因为它们是球体的相交部分。尝试绘制禁用深度测试的线。
SceneKit State of the Union Demo示例代码显示了类似的效果,您可以在圆环上绘画。它更强大,因为你可以绘制任何东西(不仅仅是线条,而是从纹理等中飞溅)并且效率更高,因为它不依赖于创建新的几何体。