+= OnSceneGUI; } private static void OnSceneGUI(SceneView sceneView) {...} } } 注意使用InitializeOnLoad属性,该属性应用的对象是静态构造函数,它可以保证在编辑器启动的时候调用该构造函数,因此我们在构造函数中使用SceneView...sceneView) { var ec = Event.current; if (ec !...+= OnSceneGUI; } private static void OnSceneGUI(SceneView sceneView) {...+= OnSceneGUI; } private static void OnSceneGUI(SceneView sceneView) {
with some basic arguments A scene object is an object that holds all 3d objects' properties, and the sceneView...We should add the 3d file to a sceneView as the scene, in code: Remember that, SCNScene(named:String)...let sceneView = SCNView(frame: self.view.bounds) sceneView.scene = scene self.addSubView(...sceneView ) // SwiftUI struct ContentView: View { var body: some View { SceneView(scene...let moveGesture = UIPanGestureRecognizer(target: self, action: #selector(drag(_:))) sceneView.addGestureRecognizer
interface ViewController () @property (nonatomic, strong) IBOutlet ARSCNView \*sceneView...生命周期 ======================== - (void)viewDidLoad { [super viewDidLoad]; self.sceneView.delegate...= self; self.sceneView.showsStatistics = YES; SCNScene \*scene = [[SCNScene alloc...]init]; self.sceneView.scene = scene; self.animations = [[NSMutableDictionary alloc...//该方法会返回一个SCNHitTestResult数组,这个数组中每个元素的node都包含了指定的点(CGPoint) NSArray \*hitResults = [self.sceneView
@interface ViewController () @property (nonatomic, strong) IBOutlet ARSCNView *sceneView...ViewController - (void)viewDidLoad { [super viewDidLoad]; // Set the view's delegate self.sceneView.delegate...= self; // Show statistics such as fps and timing information self.sceneView.showsStatistics...Create a new scene SCNScene *scene = [SCNScene new]; // Set the scene to the view self.sceneView.scene...- (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; [self.sceneView.session
using UnityEditor; #endif public class SyncSceneView : MonoBehaviour { #if UNITY_EDITOR private SceneView...view = null; // Use this for initialization void Awake() { view = SceneView.lastActiveSceneView...; //view.m_RenderMode = DrawCameraMode.Mipmaps; SceneView.CameraMode cameraMode = view.cameraMode...= null) { curViewTool.CloseTool(); curViewTool = null; } else { SceneView view = SceneView.lastActiveSceneView...; //view.m_RenderMode = DrawCameraMode.Textured; SceneView.CameraMode cameraMode = view.cameraMode
// 第一步 设置代理 sceneView.delegate = self let configuration = ARWorldTrackingConfiguration()...// 第二 开启光照评估 configuration.isLightEstimationEnabled = true sceneView.session.run(configuration...) 完成上面两步就能检测到真实的光源了信息 下面我们开始第二问题 .如何让游戏场景中的光照匹配这个真实光照 首先先关闭自动更新灯光选项,不启用默认的灯光 sceneView.automaticallyUpdatesLighting...= false sceneView.autoenablesDefaultLighting = false 第二步 自定义灯光 亲测环境光类型没有效果,我们改用方向光代替,上下各加一个方向光...= SCNVector3Make(0, 0, 30) directional1.rotation = SCNVector4Make(-1, 0, 0, Float.pi/2.0); sceneView.scene.rootNode.addChildNode
interface ViewController () @property (nonatomic, strong) IBOutlet ARSCNView \*sceneView...ARWorldTrackingConfiguration \*configuration = [ARWorldTrackingConfiguration new]; [self.sceneView.session...(void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; [self.sceneView.session...= self; SCNScene \*scene = [SCNScene new]; self.sceneView.scene = scene; [self.sceneView...addSubview:self.addNodeBtn]; [self.sceneView addSubview:self.playVoidBtn]; [self.sceneView
要在Vue 3中使用ArcGIS API for JavaScript加载和展示三维地球,需要用到ArcGIS提供的SceneView类。...SceneView类是ArcGIS API for JavaScript中用于呈现和操作3D场景的类。...下面我们先来了解下SceneView类的常用属性和方法 SceneView类的常用属性 container:设置场景视图的容器元素,比如一个div元素。 map:设置或获取场景视图中使用的地图。...中,可以通过创建 Camera 对象并将其设置为 SceneView 的 camera 属性来定义相机。...Camera 对象将定义要在 SceneView 中使用的相机属性,如位置、方向、投影方式等。
scenekit 如何使用它 HDR图片可以作为模型的纹理图片或者天宫盒子 下面就一天空盒子为例子写个demo 讲解一下常用的几个属性 第一步 初始化 // 下面都是通用的一些配置,就不一一讲解了 sceneView.delegate...= self sceneView.showsStatistics = true sceneView.allowsCameraControl = true let scene =...SCNScene() sceneView.scene = scene 第二步 增加一个照相机 cameraNode.camera = SCNCamera() cameraNode.camera...automaticallyAdjustsZRange = true sceneView.scene?....rootNode.addChildNode(cameraNode) // 上面都是通用的一些配置,就不一一讲解了 第三步 将hdr格式的图片渲染在天空盒子上 sceneView.scene
本节学习目标 1.学会正确设置文字的位置 2.让文字节点一致朝向相机 3.给3D文字设置自定义字体 接下来我们先通过代码一步一步说明一下 第一步 配置工程 sceneView.delegate...= self sceneView.showsStatistics = true sceneView.debugOptions = ARSCNDebugOptions.showWorldOrigin
需要给它屏幕边界,以便摄像机会话占据整个屏幕: let sceneView = ARSCNView(frame: UIScreen.main.bounds) 在该ViewDidLoad方法中,将设置一些内容...,例如委托,还需要查看帧统计信息以监视帧丢弃: self.view.addSubview(sceneView) // add the scene to the subview sceneView.delegate...) sceneView.delegate = self sceneView.showsStatistics = true guard ARFaceTrackingConfiguration.isSupported...这是从sceneView属性中获取它的简单方法: guard let pixelBuffer = self.sceneView.session.currentFrame?....sceneView.scene.rootNode.addChildNode(textNode) self!.
Set the scene to the view //设置ARKit的场景为SceneKit的当前场景(SCNScene是Scenekit中的场景,类似于UIView) self.sceneView.scene...ARSKViewDelegate> //ARSKView是ARKit框架中负责展示2D AR的预览视图 @property (nonatomic, strong) IBOutlet ARSKView *sceneView...= self; // Show statistics such as fps and node count //显示帧率 self.sceneView.showsFPS =...YES; //显示界面节点(游戏开发中,一个角色对应一个节点) self.sceneView.showsNodeCount = YES; // Load the SKScene...SKScene nodeWithFileNamed:@"Scene"]; // Present the scene //AR预览视图展现场景(这一点与3D视图加载有区别) [self.sceneView
override func viewDidLoad() { super.viewDidLoad() sceneView.delegate = self sceneView.showsStatistics...= true sceneView.scene = SCNScene() let circleNode = createSphereNode(with: 0.2, color...{ sceneView.scene.rootNode.childNodes[0].transform = SCNMatrix4Mult(sceneView.scene.rootNode.childNodes...[0].transform = SCNMatrix4Mult(sceneView.scene.rootNode.childNodes[0].transform, SCNMatrix4MakeTranslation...{ sceneView.scene.rootNode.childNodes[0].transform = SCNMatrix4Mult(sceneView.scene.rootNode.childNodes
我们也算是设定好我们的sceneView单元,并能执行world tracking,是时候进入令人兴奋的阶段了!增强现实!...最后,让我们的sceneView来显示我们刚建立的场景。...) let hitTestResults = sceneView.hitTest(tapLocation) guard let node = hitTestResults.first...) let hitTestResults = sceneView.hitTest(tapLocation) guard let node = hitTestResults.first...node else { let hitTestResultsWithFeaturePoints = sceneView.hitTest(tapLocation, types:
session configuration let configuration = ARWorldTrackingConfiguration() // Run the view's session sceneView.session.run...sceneView.scene = scene,然后添加代码如下: override func viewDidLoad() { super.viewDidLoad() // 存放所有3D几何体的容器 let...-0.5) // rootNode是一个特殊的node,它是所有node的起始点 scene.rootNode.addChildNode(boxNode) // 将 scene 赋给 view sceneView.scene...此外还可以增加一些调试信息 // ARKit统计信息例如fps等 sceneView.showsStatistics = YES; sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints...]; // 调整摄像头属性 当前摄像头有效直径在10m范围内 if let camera = sceneView.pointOfView?.
(configuration) // 2 let location = gesture.location(in: sceneView) guard...let hitTestResult = sceneView.hitTest(location, types: .existingPlane).first else { return...在该screenPanned方法中,在sceneView.scene.rootNode.addChildNode(dominoNode)之前添加以下三行代码: // 1 var currentAngle...在viewDidLoad,在行下添加以下行sceneView.scene = scene: sceneView.scene.physicsWorld.timeStep = 1/200 TimeStep...在screenPanned方法前面的行中添加以下行sceneView.scene.rootNode.addChildNode(dominoNode): // 1 dominoNode.physicsBody
0.3 : 0.0; double Y = tan((double)(self.sceneView.pointOfView.camera.fieldOfView/180/2)*M_PI) * (...double)(Z_Far-Screen_Aspect); double X = tan((double)(self.sceneView.pointOfView.camera.fieldOfView...target = SCNVector3Make((float)(x), (float)(y),(float)(-Z_Far)); SCNVector3 convertPoint = [self.sceneView.pointOfView...convertVector:target toNode:self.sceneView.scene.rootNode]; NSLog(@"convertPoint X: %f,Y:%f,Z:%f
HotKey/Align View to MainCamera f")] public static void AlignViewToMainCamera () { if (SceneView.lastActiveSceneView...= null) { SceneView.lastActiveSceneView.orthographic = true; SceneView.lastActiveSceneView.AlignViewToObject
y: 40.57, z: 2000 // 高度 }, tilt: 60, // 相机俯仰角 heading: 0 // 相机偏航角 }); 引入并创建SceneView...对象 SceneView对象是ArcGIS API为我们提供的三维视图场景,使用之前,我们需要先引入 import SceneView from "@arcgis/core/views/SceneView.js..."; 创建SceneView对象 view = new SceneView({ center: [-118.80500, 34.02700], zoom: 4, container
name="viewport" content="initial-scale=1, maximum-scale=1, user-scalable=no" /> Intro to SceneView...script src="https://js.arcgis.com/4.16/"> require(["esri/Map", "esri/views/SceneView...Basemap", "esri/layers/MapImageLayer","esri/layers/IntegratedMeshLayer"], function(Map, SceneView...basemap: basemap, //ground: "world-elevation" }); var view = new SceneView
领取专属 10元无门槛券
手把手带您无忧上云