我在Scenekit (和ARKit,尽管这对这个问题并不重要)应用程序中使用GameplayKit很有趣。
具体地说,我一直在使用实体、组件和代理来处理行为,除了一件事之外,所有这些都运行得很好。
我已经成功地在组件中使用GKAgent在场景中移动,并避开其他对象。这一切似乎都在起作用。但是,我只能让GKAgent位置工作,而不能让"rotation“属性工作。
import Foundation
import SceneKit
import GameplayKit
class MoveComponent: GKScnComponent, GKAgentDelegate {
//this class is abbreviated for perfunctory sakes
func agentWillUpdate(_ agent: GKAgent) {
guard let visualComponent = entity?.component(ofType: self.visualType) as? VisualComponent else {
return
}
//works with just "position", but turns possessed with both rotation and position
agentSeeking.rotation = convertToFloat3x3(float4x4: visualComponent.parentMostNode.simdTransform)
agentSeeking.position = visualComponent.parentMostNode.simdPosition
}
func agentDidUpdate(_ agent: GKAgent) {
guard let visualComponent = entity?.component(ofType: self.visualType) as? VisualComponent else {
return
}
//works with just "position", but turns possessed with both rotation and position
visualComponent.parentMostNode.simdPosition = agentSeeking.position
visualComponent.parentMostNode.simdTransform = convertToFloat4x4(float3x3: agentSeeking.rotation)
}
}我已经写了一些3x3矩阵和4x4矩阵之间的转换代码,感谢这个问题:Converting matrix_float3x3 rotation to SceneKit
import Foundation
import GameplayKit
func convertToFloat3x3(float4x4: simd_float4x4) -> simd_float3x3 {
let column0 = convertToFloat3 ( float4: float4x4.columns.0 )
let column1 = convertToFloat3 ( float4: float4x4.columns.1 )
let column2 = convertToFloat3 ( float4: float4x4.columns.2 )
return simd_float3x3.init(column0, column1, column2)
}
func convertToFloat3(float4: simd_float4) -> simd_float3 {
return simd_float3.init(float4.x, float4.y, float4.z)
}
func convertToFloat4x4(float3x3: simd_float3x3) -> simd_float4x4 {
let column0 = convertToFloat4 ( float3: float3x3.columns.0 )
let column1 = convertToFloat4 ( float3: float3x3.columns.1 )
let column2 = convertToFloat4 ( float3: float3x3.columns.2 )
let identity3 = simd_float4.init(x: 0, y: 0, z: 0, w: 1)
return simd_float4x4.init(column0, column1, column2, identity3)
}
func convertToFloat4(float3: simd_float3) -> simd_float4 {
return simd_float4.init(float3.x, float3.y, float3.z, 0)
}我是个新手,而且我也不是一个线性代数专家,所以我不能百分之百确定我的矩阵转换函数是否做了它们应该做的事情。
当我只使用代理的"position“属性时,一切都很好,但是当我添加从代理到节点的旋转/变换时,一切都开始被附身。
对我做错了什么有什么想法/建议/帮助吗?
发布于 2017-08-27 12:07:09
我想通了。矩阵乘法是实现这一功能的关键。任何有3d游戏开发经验的人可能都会告诉我,没有任何脑力消耗:)
func agentWillUpdate(_ agent: GKAgent) {
guard let visualComponent = entity?.component(ofType: self.visualType) as? VisualComponent else {
return
}
agentSeeking.position = visualComponent.parentMostNode.simdPosition
let rotation = visualComponent.parentMostNode.rotation
let rotationMatrix = SCNMatrix4MakeRotation(rotation.w, rotation.x, rotation.y, rotation.z)
let float4x4 = SCNMatrix4ToMat4(rotationMatrix)
agentSeeking.rotation = convertToFloat3x3(float4x4: float4x4)
}
func agentDidUpdate(_ agent: GKAgent) {
guard let visualComponent = entity?.component(ofType: self.visualType) as? VisualComponent else {
return
}
// visualComponent.parentMostNode.simdPosition = agentSeeking.position
let rotation3x3 = agentSeeking.rotation
let rotation4x4 = convertToFloat4x4(float3x3: rotation3x3)
let rotationMatrix = SCNMatrix4FromMat4(rotation4x4)
let position = agentSeeking.position
let translationMatrix = SCNMatrix4MakeTranslation(position.x, position.y, position.z)
let transformMatrix = SCNMatrix4Mult(rotationMatrix, translationMatrix)
visualComponent.parentMostNode.transform = transformMatrix
}我希望有人会觉得这很有用。
https://stackoverflow.com/questions/45828631
复制相似问题