无法在SK3DNode上方显示精灵

问题描述 投票:1回答:1

[我正在使用SK3DNode的实例在SpriteKit场景中显示一些基本的3D几何图形,以显示SceneKit场景的内容,如Apple's article here中所述。

我已经能够使用SceneKit节点变换和SK3DNode的位置/视口大小随意定位节点和3D内容。

接下来,我想在SpriteKit场景中显示一些其他的精灵覆盖3D内容的顶部,但我无法这样做:SK3DNode的内容始终绘制在顶部。

我尝试指定SK3DNode和SKSpriteNode的zPosition属性都无济于事。

摘自Apple关于SK3DNode的文档:

使用SK3DNode对象将3D SceneKit内容合并到基于SpriteKit的游戏。当SpriteKit渲染节点时,SceneKit首先对场景进行动画处理和渲染。然后这个渲染的图像是合成SpriteKit场景。使用scnScene属性来指定要渲染的SceneKit场景。

(我的重点)

关于z顺序,这有点模棱两可(它似乎只提到进行渲染的temporal顺序。)

我整理了一个minimal demo project on GitHub;相关代码为:

1。 SceneKit场景

import SceneKit
class SceneKitScene: SCNScene {

    override init() {
        super.init()

        let box = SCNBox(width: 10, height: 10, length: 10, chamferRadius: 0)
        let material = SCNMaterial()
        material.diffuse.contents = UIColor.green
        box.materials = [material]

        let boxNode = SCNNode(geometry: box)
        boxNode.transform = SCNMatrix4MakeRotation(.pi/2, 1, 1, 1)

        self.rootNode.addChildNode(boxNode)
    }

    required init?(coder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}

2。 SpriteKit场景

import SpriteKit
class SpriteKitScene: SKScene {

    override init(size: CGSize) {
        super.init(size: size)

        // Scene Background
        self.backgroundColor = .red

        // 3D Node
        let objectNode = SK3DNode(viewportSize: size)
        objectNode.scnScene = SceneKitScene()
        addChild(objectNode)
        objectNode.position = CGPoint(x: size.width/2, y: size.height/2)

        let camera = SCNCamera()
        let cameraNode = SCNNode()
        cameraNode.camera = camera
        objectNode.pointOfView = cameraNode
        objectNode.pointOfView?.position = SCNVector3(x: 0, y: 0, z: 60)
        objectNode.zPosition = -100

        // 2D Sprite
        let sprite = SKSpriteNode(color: .yellow, size: CGSize(width: 250, height: 60))
        sprite.position = objectNode.position
        sprite.zPosition = +100
        addChild(sprite)
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}

...并且渲染结果是:

enter image description here

(我想要黄色矩形上方绿色框)

ios sprite-kit scenekit
1个回答
0
投票

请注意,这只是我偶然发现的东西。我不知道为什么会起作用,如果没有进一步的了解,我可能会不信任它,但也许会有助于您找到一个解释或真实的解释。解决方案。


[似乎SKShapeNode(带有填充)和SK3DNode(作为同级,同级树的一部分或子级)并排,以正确的顺序绘制它。 SKShapeNode似乎也不需要与SK3DNode相交。

填充很重要,因为具有透明填充使此功能不起作用。中风似乎没有任何效果。

SKShapeNode的尺寸非常小,alpha填充几乎为零。

这是我的游乐场:

import PlaygroundSupport
import SceneKit
import SpriteKit

let viewSize = CGSize(width: 300, height: 150)
let viewPortSize: CGFloat = viewSize.height * 0.75

func skview(color: UIColor, index: Int) -> SKView {
    let scene = SKScene(size: viewSize)
    scene.backgroundColor = color

    let view = SKView(
        frame: CGRect(
            origin: CGPoint(x: 0, y: CGFloat(index) * viewSize.height),
            size: viewSize
        )
    )
    view.presentScene(scene)
    view.showsDrawCount = true

    // Draw the box of the 3d node view port
    let viewPort = SKSpriteNode(color: .orange, size: CGSize(width: viewPortSize, height: viewPortSize))
    viewPort.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
    scene.addChild(viewPort)

    return view
}

func cube() -> SK3DNode {
    let mat = SCNMaterial()
    mat.diffuse.contents = UIColor.green

    let box = SCNBox(width: viewPortSize, height: viewPortSize, length: viewPortSize, chamferRadius: 0)
    box.firstMaterial = mat

    let boxNode3d = SCNNode(geometry: box)
    boxNode3d.runAction(.repeatForever(.rotateBy(x: 10, y: 10, z: 10, duration: 10)))

    let scene = SCNScene()
    scene.rootNode.addChildNode(boxNode3d)

    let boxNode2d = SK3DNode(viewportSize: CGSize(width: viewPortSize, height: viewPortSize))
    boxNode2d.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
    boxNode2d.scnScene = scene

    return boxNode2d
}

func shape() -> SKShapeNode {
    let shape = SKShapeNode(rectOf: CGSize(width: viewSize.height / 4, height: viewSize.height / 4))
    shape.strokeColor = .clear
    shape.fillColor = .purple
    return shape
}

func rect(_ color: UIColor) -> SKSpriteNode {
    let sp = SKSpriteNode(texture: nil, color: color, size: CGSize(width: 200, height: viewSize.height / 4))
    sp.position = CGPoint(x: viewSize.width / 2, y: viewSize.height / 2)
    return sp
}

// The original issue, untouched.
func v1() -> SKView {
    let v = skview(color: .red, index: 0)

    v.scene?.addChild(cube())
    v.scene?.addChild(rect(.yellow))

    return v
}

// Shape added as sibling after the 3d node. Notice that it doesn't overlap the SK3DNode.
func v2() -> SKView {
    let v = skview(color: .blue, index: 1)

    v.scene?.addChild(cube())
    v.scene?.addChild(shape())
    v.scene?.addChild(rect(.yellow))

    return v
}

// Shape added to the 3d node.
func v3() -> SKView {
    let v = skview(color: .magenta, index: 2)

    let box = cube()
    box.addChild(shape())

    v.scene?.addChild(box)
    v.scene?.addChild(rect(.yellow))

    return v
}

// 3d node added after, but zPos set to -1.
func v4() -> SKView {
    let v = skview(color: .cyan, index: 3)

    v.scene?.addChild(shape())
    v.scene?.addChild(rect(.yellow))

    let box = cube()
    box.zPosition = -1
    v.scene?.addChild(box)

    return v
}

// Shape added after the 3d node, but not as a sibling.
func v5() -> SKView {
    let v = skview(color: .green, index: 4)

    let parent = SKNode()
    parent.addChild(cube())
    parent.addChild(rect(.yellow))

    v.scene?.addChild(parent)
    v.scene?.addChild(shape())

    return v
}

let container = UIView(frame: CGRect(origin: .zero, size: CGSize(width: viewSize.width, height: viewSize.height * 5)))
container.addSubview(v1())
container.addSubview(v2())
container.addSubview(v3())
container.addSubview(v4())
container.addSubview(v5())

PlaygroundPage.current.liveView = container


TL; DR

在您的代码中,尝试:

...

let shape = SKShapeNode(rectOf: CGSize(width: 0.01, height: 0.01))
shape.strokeColor = .clear
shape.fillColor = UIColor.black.withAlphaComponent(0.01)

// 3D Node
let objectNode = SK3DNode(viewportSize: size)
objectNode.addChild(shape)

...
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