override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene()
// create and add a camera to the scene
let cameraNode = SCNNode()
let camera = SCNCamera()
cameraNode.camera = camera
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0,y: 0,z: 15)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light.type = SCNLightTypeAmbient
ambientLightNode.light.color = UIColor.darkGrayColor()
scene.rootNode.addChildNode(ambientLightNode)
let triangleNode = SCNNode()
triangleNode.geometry = defineTriangle();
scene.rootNode.addChildNode(triangleNode)
// retrieve the SCNView
let scnView = self.view as SCNView
// set the scene to the view
scnView.scene = scene
// configure the view
scnView.backgroundColor = UIColor.blackColor()
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self,action: "handleTap:")
let gestureRecognizers = NSMutableArray()
gestureRecognizers.addobject(tapGesture)
scnView.gestureRecognizers = gestureRecognizers
}
func handleTap(gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let scnView = self.view as SCNView
// check what nodes are tapped
let p = gestureRecognize.locationInView(scnView)
// get the camera
var camera = scnView.pointOfView.camera
// screenZ is percentage between z near and far
var screenZ = Float((15.0 - camera.zNear) / (camera.zFar - camera.zNear))
var scenePoint = scnView.unprojectPoint(SCNVector3Make(Float(p.x),Float(p.y),screenZ))
println("tapPoint: (\(p.x),\(p.y)) scenePoint: (\(scenePoint.x),\(scenePoint.y),\(scenePoint.z))")
}
func defineTriangle() -> SCNGeometry {
// Vertices
var vertices:[SCNVector3] = [
SCNVector3Make(-2.0,-2.0,0.0),SCNVector3Make(2.0,SCNVector3Make(0.0,2.0,0.0)
]
let vertexData = NSData(bytes: vertices,length: vertices.count * sizeof(SCNVector3))
var vertexSource = SCNGeometrySource(data: vertexData,semantic: SCNGeometrySourceSemanticVertex,vectorCount: vertices.count,floatComponents: true,componentsPerVector: 3,bytesPerComponent: sizeof(Float),dataOffset: 0,dataStride: sizeof(SCNVector3))
// normals
var normals:[SCNVector3] = [
SCNVector3Make(0.0,0.0,1.0),1.0)
]
let normalData = NSData(bytes: normals,length: normals.count * sizeof(SCNVector3))
var normalSource = SCNGeometrySource(data: normalData,semantic: SCNGeometrySourceSemanticnormal,vectorCount: normals.count,dataStride: sizeof(SCNVector3))
// Indexes
var indices:[CInt] = [0,1,2]
var indexData = NSData(bytes: indices,length: sizeof(CInt) * indices.count)
var indexElement = SCNGeometryElement(
data: indexData,primitiveType: .Triangles,primitiveCount: 1,bytesPerIndex: sizeof(CInt)
)
var geo = SCNGeometry(sources: [vertexSource,normalSource],elements: [indexElement])
// material
var material = SCNMaterial()
material.diffuse.contents = UIColor.redColor()
material.doubleSided = true
material.shininess = 1.0;
geo.materials = [material];
return geo
}
如你看到的.我有一个三角形,它是4单位高,4单位宽,并设置在以x,y(0.0,0.0)为中心的z平面(z = 0)上.相机是默认的SCNCamera,它看起来是负z方向,我把它放在(0,15). zNear和zFar的默认值分别为1.0和100.0.在我的handleTap方法中,我取得水龙头的x和y屏幕坐标,并尝试找到z = 0.0的x和y全局场景坐标.我正在调用unprojectPoint.
unprojectPoint的文档表示
Unprojecting a point whose z-coordinate is 0.0 returns a point on the
near clipping plane; unprojecting a point whose z-coordinate is 1.0
returns a point on the far clipping plane.
虽然没有具体说,对于近距离和远平面之间的线性关系之间的点,我已经做出了这个假设,并将screenZ的值计算为近平面与远平面之间的距离百分比z = 0飞机位于.为了检查我的答案,我可以点击三角形附近的角落,因为我知道它们在全局坐标中的位置.
我的问题是,我没有得到正确的值,当我开始更改相机上的zNear和zFar剪辑平面时,我没有获得一致的值.所以我的问题是,我该怎么办?最后,我要创建一个新的几何图形,并将其放在z平面上,对应于用户点击的位置.
在此先感谢您的帮助.
解决方法
所以你要进入unprojectPoint的z坐标并不是你想要的.
那么如何才能找到在世界空间中匹配一个平面的归一化深度坐标?那么,如果那架飞机与摄像机是正交的 – 那就是你的帮助.那么你需要做的就是在那架飞机上投射一点:
let projectedOrigin = gameView.projectPoint(SCNVector3Zero)
现在,您可以在三维视图中拥有世界起源的位置归一化深度空间.要将2D视图空间中的其他点映射到此平面上,请使用此矢量中的z坐标:
let vp = gestureRecognizer.locationInView(scnView) let vpWithZ = SCNVector3(x: vp.x,y: vp.y,z: projectedOrigin.z) let worldPoint = gameView.unprojectPoint(vpWithZ)
这让您在世界空间中将点击/分接位置映射到z = 0平面,适合用作节点的位置,如果要向用户显示该位置.
(请注意,只要映射到垂直于摄像机视图方向的平面,此方法才有效.如果要将视图坐标映射到不同面向的表面,则vpWithZ中的归一化深度值不会不变.)