用ARKit做碰撞檢測(cè),其實(shí)也就是做3D碰撞檢測(cè)鸿秆。3D碰撞檢測(cè)需要涉及到比較復(fù)雜的數(shù)學(xué)知識(shí)酌畜,還好SceneKit給我們提供了很多方便的方法來(lái)實(shí)現(xiàn)3D碰撞檢測(cè)。接下來(lái)卿叽,我們用ARKit來(lái)實(shí)現(xiàn)一個(gè)簡(jiǎn)單的3D碰撞檢測(cè)
一桥胞、創(chuàng)建工程
*.png
我們選擇用Swift語(yǔ)言
二、將需要的模型文件拖進(jìn)工程
**.png
模型放在art.scnassets文件夾
三考婴、創(chuàng)建egg節(jié)點(diǎn)
創(chuàng)建egg節(jié)點(diǎn),給節(jié)點(diǎn)添加物理屬性
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.showsStatistics = true
let scene = SCNScene(named: "art.scnassets/egg.scn")!
let eggNode = scene.rootNode.childNode(withName: "egg", recursively: false)
//節(jié)點(diǎn)位置
eggNode?.position = SCNVector3(5,0,-40)
//創(chuàng)建physicBody
let body = SCNPhysicsBody(type: .static, shape: SCNPhysicsShape(node: eggNode!, options: nil))
//是否受重力影響
body.isAffectedByGravity = false
eggNode?.physicsBody = body
//物理特性
eggNode?.physicsBody?.categoryBitMask = 3
eggNode?.physicsBody?.contactTestBitMask = 2
sceneView.scene.rootNode.addChildNode(eggNode!)
sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints,ARSCNDebugOptions.showWorldOrigin]
//設(shè)置 SCNPhysicsContactDelegate
sceneView.scene.physicsWorld.contactDelegate = self
}
四缎罢、點(diǎn)擊屏幕創(chuàng)建子彈節(jié)點(diǎn)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let geometry = SCNSphere(radius: 0.1)
geometry.firstMaterial?.diffuse.contents = UIColor.red
let buttleNode = SCNNode(geometry: geometry)
guard let sceneView = self.view as? ARSCNView else {
return
}
guard let pointView = sceneView.pointOfView else {
return
}
let transform = pointView.transform
//子彈射向的位置
buttleNode.position = SCNVector3((-transform.m31-transform.m41),(-transform.m32-transform.m42),(-transform.m33-transform.m43))
//創(chuàng)建鋼體
let body = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(node: buttleNode, options: nil))
//是否受重力影響
body.isAffectedByGravity = false
buttleNode.physicsBody = body
//子彈飛行速度
buttleNode.physicsBody?.applyForce(SCNVector3( (-transform.m31) * 50,(- transform.m32) * 50,(-transform.m33) * 50), asImpulse: true)
buttleNode.physicsBody?.categoryBitMask = 2
buttleNode.physicsBody?.contactTestBitMask = 3
sceneView.scene.rootNode.addChildNode(buttleNode)
}
五策精、實(shí)現(xiàn)SCNPhysicsContactDelegate
var Target: SCNNode? //碰撞之後的結(jié)果
// 當(dāng)被添加了 physicsBody 的節(jié)點(diǎn) 相互碰觸的時(shí)候 調(diào)用這個(gè)方法
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact){
let nodeA = contact.nodeA //第一次子彈
let nodeB = contact.nodeB //第二個(gè)蛋
if nodeA.physicsBody?.contactTestBitMask == 2 {
Target = nodeA //沒(méi)射中 留下的是子彈
}else if nodeB.physicsBody?.contactTestBitMask == 3{
Target = nodeB //射中了 留下的是蛋
}
//這個(gè)效果通過(guò)創(chuàng)建scnp文件選擇
let confetti = SCNParticleSystem(named: "art.scnassets/smoke.scnp", inDirectory: nil)
如下圖:
***.png
confetti?.loops = false
confetti?.particleLifeSpan = 4
confetti?.emitterShape = Target?.geometry
let confetNode = SCNNode()
confetNode.addParticleSystem(confetti!) //節(jié)點(diǎn)上添加的特效
confetNode.position = contact.contactPoint //兩個(gè)節(jié)點(diǎn)碰撞后作用的地方
sceneView.scene.rootNode.addChildNode(confetNode)
Target?.removeFromParentNode()
}
六蔽午、運(yùn)行
好了及老,一個(gè)ARKit碰撞射擊游戲就這么簡(jiǎn)單的完成范抓,有沒(méi)有很happy
效果圖:
撞擊前是一個(gè)完整的蛋
i.png
撞擊后變?yōu)橐豢|青煙
ii.png