有人可以解释为什么/如何使用此示例场景套件代码?

时间:2015-01-27 23:04:01

标签: ios scenekit

我正在使用场景套件,我正在尝试制作第一人称游戏。我发现这个示例代码用于制作具有平移手势的第一人称相机。一切正常,但我不明白这里发生了什么。有人可以解释发生了什么吗?

    func lookGestureRecognized(gesture: UIPanGestureRecognizer) {

    //get translation and convert to rotation
    let translation = gesture.translationInView(self.view)
    let hAngle = acos(Float(translation.x) / 200) - Float(M_PI_2)
    let vAngle = acos(Float(translation.y) / 200) - Float(M_PI_2)

    //rotate hero
    heroNode.physicsBody?.applyTorque(SCNVector4(x: 0, y: 1, z: 0, w: hAngle), impulse: true)

    //tilt camera
    elevation = max(Float(-M_PI_4), min(Float(M_PI_4), elevation + vAngle))
    camNode.rotation = SCNVector4(x: 1, y: 0, z: 0, w: elevation)

    //reset translation
    gesture.setTranslation(CGPointZero, inView: self.view)
}

1 个答案:

答案 0 :(得分:3)

以下是相同的代码,附加一些注释:

func lookGestureRecognized(gesture: UIPanGestureRecognizer) {

    // Create Translation variable, containing the 
    // "distance" traveled by the finger since the last event
    let translation = gesture.translationInView(self.view)

    // From this distance, calculate how much the camera should move
    // 1) horizontally, 2) vertically using angles (FPS controls)
    let hAngle = acos(Float(translation.x) / 200) - Float(M_PI_2)
    let vAngle = acos(Float(translation.y) / 200) - Float(M_PI_2)

    // Apply the horizontal angle to the Hero node as a force to
    // Make it rotate accordingly (physics body use forces to move)
    heroNode.physicsBody?.applyTorque(SCNVector4(x: 0, y: 1, z: 0, w: hAngle), impulse: true)

    // Use the other angle to look up and down, clamped to ±pi/4
    elevation = max(Float(-M_PI_4), min(Float(M_PI_4), elevation + vAngle))
    // Apply the new angle to teh camera on the X axis
    camNode.rotation = SCNVector4(x: 1, y: 0, z: 0, w: elevation)

    // Set the translation to 0 to avoid accumulation 
    // the next time the event is triggered
    gesture.setTranslation(CGPointZero, inView: self.view)
}

这应该有助于理解,如果您需要有关其工作原理的详细信息,请与我们联系!

(注意:“距离”实际上是2D矢量)

编辑:这是对角度的更好解释:

    let hAngle = acos(Float(translation.x) / 200) - Float(M_PI_2)

首先,平移(x上的像素距离)除以200.这既可以减慢运动速度,又可以(不安全地)将x保持在-1和1之间。

Acos给出一个值的弧余弦值。结果介于0到pi之间,(简化)仅适用于从-1到1的x。这是一个图表:http://www.wolframalpha.com/input/?i=acos%28x%29-pi%2F2

由于我们想要在正方向和负方向上移动,我们删除最大值的一半(M_PI_2,即pi / 2)以将结果保持在-pi / 2到pi / 2

最后,如果你在一个方向上移动手指200像素,你会在屏幕上看起来pi / 2 = 90°。

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