我有一個使用SceneKit for iOS 8的Swift應用程序。我從包含由骨架控制的網格的.dae文件加載場景。 在運行時,我需要修改紋理座標。使用變換不是一種選擇 - 我需要爲網格中的每個頂點計算不同的,全新的UV。如何在代碼中創建一個SceneKit SCNSkinner對象?
我知道幾何圖形在SceneKit中是不可變的,我讀過建議的方法是手動進行復制。我試圖做到這一點,但是當試圖在代碼中重新創建SCNSkinner
時,我總是會崩潰。 C3DSourceAccessorGetMutableValuePtrAtIndex
內部的崩潰是EXC_BAD_ACCESS
。不幸的是,這裏沒有源代碼,所以我不確定它爲什麼會崩潰。我已經縮小到連接到網格節點的SCNSkinner
對象。如果我不這樣做,我不會崩潰,而且事情似乎正在發揮作用。
編輯:這裏是崩潰的更完整的調用堆棧:
C3DSourceAccessorGetMutableValuePtrAtIndex
C3DSkinPrepareMeshForGPUIfNeeded
C3DSkinnerMakeCurrentMesh
C3DSkinnerUpdateCurrentMesh
__CFSetApplyFunction_block_invoke
CFBasicHashApply
CFSetApplyFunction
C3DAppleEngineRenderScene
...
我還沒有發現有關如何手動創建一個SCNSkinner
對象的任何文檔或示例代碼。由於我只是基於以前工作的網格創建它,所以它不應該太難。我根據Swift文檔創建SCNSkinner
,將所有正確的東西傳入init。但是,SCNSkinner
中有一個框架屬性,我不知道如何設置。我將它設置爲我正在複製的網格的原始SCNSkinner
上的骨架,我認爲 應該可以工作......但它不會。當設置骨架屬性時,它似乎不是分配。分配後立即檢查它仍然爲零。作爲一項測試,我試圖將原始網格的骨架屬性設置爲其他屬性,並且在賦值之後它也保持不變。
任何人都可以闡明發生了什麼?或者如何手動正確創建並設置SCNSkinner
對象?
這裏是我用來手動克隆一個網格的代碼,並用一個新的代替(我沒有修改任何源數據 - 我只是試圖確保我可以創建一個副本在這一點上):
// This is at the start of the app, just so you can see how the scene is set up.
// I add the .dae contents into its own node in the scene. This seems to be the
// standard way to put multiple .dae models into the same scene. This doesn't seem to
// have any impact on the problem I'm having -- I've tried without this indirection
// and the same problem exists.
let scene = SCNScene()
let modelNode = SCNNode()
modelNode.name = "ModelNode"
scene.rootNode.addChildNode(modelNode)
let modelScene = SCNScene(named: "model.dae")
if modelScene != nil {
if let childNodes = modelScene?.rootNode.childNodes {
for childNode in childNodes {
modelNode.addChildNode(childNode as SCNNode)
}
}
}
// This happens later in the app after a tap from the user.
let modelNode = scnView.scene!.rootNode.childNodeWithName("ModelNode", recursively: true)
let modelMesh = modelNode?.childNodeWithName("MeshName", recursively: true)
let verts = modelMesh?.geometry!.geometrySourcesForSemantic(SCNGeometrySourceSemanticVertex)
let normals = modelMesh?.geometry!.geometrySourcesForSemantic(SCNGeometrySourceSemanticNormal)
let texcoords = modelMesh?.geometry!.geometrySourcesForSemantic(SCNGeometrySourceSemanticTexcoord)
let boneWeights = modelMesh?.geometry!.geometrySourcesForSemantic(SCNGeometrySourceSemanticBoneWeights)
let boneIndices = modelMesh?.geometry!.geometrySourcesForSemantic(SCNGeometrySourceSemanticBoneIndices)
let geometry = modelMesh?.geometry!.geometryElementAtIndex(0)
// Note: the vertex and normal data is shared.
let vertsData = NSData(data: verts![0].data)
let texcoordsData = NSData(data: texcoords![0].data)
let boneWeightsData = NSData(data: boneWeights![0].data)
let boneIndicesData = NSData(data: boneIndices![0].data)
let geometryData = NSData(data: geometry!.data!)
let newVerts = SCNGeometrySource(data: vertsData, semantic: SCNGeometrySourceSemanticVertex, vectorCount: verts![0].vectorCount, floatComponents: verts![0].floatComponents, componentsPerVector: verts![0].componentsPerVector, bytesPerComponent: verts![0].bytesPerComponent, dataOffset: verts![0].dataOffset, dataStride: verts![0].dataStride)
let newNormals = SCNGeometrySource(data: vertsData, semantic: SCNGeometrySourceSemanticNormal, vectorCount: normals![0].vectorCount, floatComponents: normals![0].floatComponents, componentsPerVector: normals![0].componentsPerVector, bytesPerComponent: normals![0].bytesPerComponent, dataOffset: normals![0].dataOffset, dataStride: normals![0].dataStride)
let newTexcoords = SCNGeometrySource(data: texcoordsData, semantic: SCNGeometrySourceSemanticTexcoord, vectorCount: texcoords![0].vectorCount, floatComponents: texcoords![0].floatComponents, componentsPerVector: texcoords![0].componentsPerVector, bytesPerComponent: texcoords![0].bytesPerComponent, dataOffset: texcoords![0].dataOffset, dataStride: texcoords![0].dataStride)
let newBoneWeights = SCNGeometrySource(data: boneWeightsData, semantic: SCNGeometrySourceSemanticBoneWeights, vectorCount: boneWeights![0].vectorCount, floatComponents: boneWeights![0].floatComponents, componentsPerVector: boneWeights![0].componentsPerVector, bytesPerComponent: boneWeights![0].bytesPerComponent, dataOffset: boneWeights![0].dataOffset, dataStride: boneWeights![0].dataStride)
let newBoneIndices = SCNGeometrySource(data: boneIndicesData, semantic: SCNGeometrySourceSemanticBoneIndices, vectorCount: boneIndices![0].vectorCount, floatComponents: boneIndices![0].floatComponents, componentsPerVector: boneIndices![0].componentsPerVector, bytesPerComponent: boneIndices![0].bytesPerComponent, dataOffset: boneIndices![0].dataOffset, dataStride: boneIndices![0].dataStride)
let newGeometry = SCNGeometryElement(data: geometryData, primitiveType: geometry!.primitiveType, primitiveCount: geometry!.primitiveCount, bytesPerIndex: geometry!.bytesPerIndex)
let newMeshGeometry = SCNGeometry(sources: [newVerts, newNormals, newTexcoords, newBoneWeights, newBoneIndices], elements: [newGeometry])
newMeshGeometry.firstMaterial = modelMesh?.geometry!.firstMaterial
let newModelMesh = SCNNode(geometry: newMeshGeometry)
let bones = modelMesh?.skinner?.bones
let boneInverseBindTransforms = modelMesh?.skinner?.boneInverseBindTransforms
let skeleton = modelMesh!.skinner!.skeleton!
let baseGeometryBindTransform = modelMesh!.skinner!.baseGeometryBindTransform
newModelMesh.skinner = SCNSkinner(baseGeometry: newMeshGeometry, bones: bones, boneInverseBindTransforms: boneInverseBindTransforms, boneWeights: newBoneWeights, boneIndices: newBoneIndices)
newModelMesh.skinner?.baseGeometryBindTransform = baseGeometryBindTransform
// Before this assignment, newModelMesh.skinner?.skeleton is nil.
newModelMesh.skinner?.skeleton = skeleton
// After, it is still nil... however, skeleton itself is completely valid.
modelMesh?.removeFromParentNode()
newModelMesh.name = "MeshName"
let meshParentNode = modelNode?.childNodeWithName("MeshParentNode", recursively: true)
meshParentNode?.addChildNode(newModelMesh)
我目前的解決方案是計算新的紋理座標,覆蓋.dae文件,刷新場景並重新加載.dae文件。這應該是完全不必要的,但從Apple的文檔中,我無法弄清楚問題所在。我要麼不正確地做某些事情,要麼丟掉一些關鍵步驟,要麼從.dae文件加載時,SceneKit使用一些私有API來正確設置SCNSkinner。 有趣的是,SceneKit從.dae加載後的skeleton屬性是帶有_no children_的節點,但骨架動畫清晰地起作用。 – jcr 2014-12-04 08:22:33
不幸的是,覆蓋.dae文件不是一個選項。 Xcode將您的.dae文件複製到設備時會發生優化和壓縮步驟。在應用程序內的設備上保存新的.dae文件不起作用,因爲iOS上的SceneKit不會加載。dae文件沒有通過Xcode的腳本運行。 – jcr 2014-12-11 10:03:35
你有這個工作嗎? – 2017-12-16 20:00:53