问题
So I'm making a game and in said game, you will use a DPad to move your ball around the scene. I'm using Xcode 7 Beta 5 though the same problem existed in beta 4. Here is the code of a test view controller:
class TestController: UIViewController,DPadDelegate {
@IBOutlet var scnView:SCNView!
@IBOutlet var dpad:DPad!
var timer:NSTimer?
var update:NSTimer?
var colors = [UIColor.blueColor(),UIColor.redColor(),UIColor.whiteColor(),UIColor.yellowColor(),UIColor.cyanColor(),UIColor.orangeColor(),UIColor.magentaColor(),UIColor.purpleColor()]
var player:SCNNode!
var camera:SCNNode = SCNNode()
var i = 0
override func viewDidLoad() {
super.viewDidLoad()
NSTimer.scheduledTimerWithTimeInterval(2, target: self, selector: "ColorCubeUpdate", userInfo: nil, repeats: true)
NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: "updateCamera", userInfo: nil, repeats: true)
dpad.delegate = self
player = SCNNode(geometry: SCNSphere(radius: 0.25))
player.geometry?.firstMaterial?.diffuse.contents = UIImage(named: "PlainEyes1")
player.geometry?.firstMaterial?.multiply.contents = UIColor(red: 1.0, green: 0.5, blue: 0.5, alpha: 1.0)
player.position = SCNVector3Make(0, 1.5, 0)
player.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Dynamic, shape: SCNPhysicsShape(geometry: player.geometry!, options: nil))
scnView.scene?.rootNode.addChildNode(player)
camera.camera = SCNCamera()
let constraint = SCNLookAtConstraint(target: player)
camera.constraints? = [constraint]
}
func updateCamera() {
i += 1
print(i)
print("player's position \(player.position) camera position \(camera.position)")
camera.position = player.position//SCNVector3Make(player.position.x+4, player.position.y+2, player.position.z)
}
func dPadDown() {
player.physicsBody?.applyForce(SCNVector3(x: 1, y: 0, z: 0), atPosition: SCNVector3(x: 0, y: 0, z: 0), impulse: false)
}
func dPadUp() {
player.physicsBody?.applyForce(SCNVector3(x: -1, y: 0, z: 0), atPosition: SCNVector3(x: 0, y: 0, z: 0), impulse: false)
}
func dPadLeft() {
player.physicsBody?.applyForce(SCNVector3(x: 0, y: 0, z: 1), atPosition: SCNVector3(x: 0, y: 0, z: 0), impulse: false)
}
func dPadRight() {
player.physicsBody?.applyForce(SCNVector3(x: 0, y: 0, z: -1), atPosition: SCNVector3(x: 0, y: 0, z: 0), impulse: false)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
The colors array is used elsewhere an the i variable is just for debug as you can see in the UpdateCamera function. This all looks alright but here's my output in Xcode shows the source of a problem I'm having where the camera does not move at all:
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 50
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 51
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 52
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 53
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 54
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 55
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 56
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 57
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 58
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 59
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 60
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 61
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 62
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 63
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 64
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 65
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 66
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 67
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 68
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 69
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 70
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 71
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 72
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 73
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 74
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 75
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 76
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 77
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 78
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 79
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 80
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 81
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 82
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 83
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 84
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0) 85
player's position SCNVector3(x: 0.0, y: 1.5, z: 0.0) camera position SCNVector3(x: 0.0, y: 1.5, z: 0.0)
However on my device, I see the ball fall on a floor (made in a scn file) and act as expected. The only problem is that I don't have access to the actual position of the player and thus cannot move my camera.
I have tried using transform instead of position and that didn't work either. Please help! Thanks in advance!
回答1:
you should print the position
of the node's presentationNode
.
来源:https://stackoverflow.com/questions/31927113/xcode-7-scenekit-objects-position-property-does-not-update-when-moved