问题
Anyone familiar with using curved UIBezierPaths to create a SCNShape in ARKit? I'm creating a closed circle path, but I get a diamond shape in my ARKit scene.
Here is the code I use to create the bezier path and SCNShape:
let radius : CGFloat = 1.0
let outerPath = UIBezierPath(ovalIn: CGRect(x: -radius, y: -radius, width: 2* radius, height: 2* radius))
let material = SCNMaterial()
material.diffuse.contents = UIColor.blue
material.isDoubleSided = true
material.ambient.contents = UIColor.black
material.lightingModel = .constant
material.emission.contents = UIColor.blue
let shape = SCNShape(path: outerPath, extrusionDepth: 0.01)
shape.materials = [material]
let shapeNode = SCNNode(geometry: shape)
positioningNode.addChildNode(shapeNode)
I've successfully tested a rectangular bezier path, but even had issues with a rounded rect bezier path (using UIBezierPath(roundedRect:
). For the rounded rect bezier path, ARKit shows the curved corners with 45 degree lines.
Thanks in advance!
UPDATE:
On the left is the initial SCNShape with UIBezierPath flatness set to 0.6. On the right is the same SCNShape with flatness set to 0.001.
回答1:
I was able to find a solution. Basically the UIBezierPath's flatness variable is used to control curvature. The default value of 0.6 was too large in my case. I ended up using a flatness of 0.001
https://developer.apple.com/documentation/scenekit/scnshape/1523432-init
来源:https://stackoverflow.com/questions/52730486/unable-to-create-circle-using-uibezierpath-and-scnshape