我希望能够从一个正在动画中的SCNNode
获取当前节点位置。我知道可以使用presentationNode
来提取位置,但是没有成功。
以下是我的代码:
SCNNode * pelvis = [_unit childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];
我所拥有的是在应用CAAnimation
之前,SCNNode
处于“静止”模式下的位置。
如何从“presentationNode”获取像位置这样的属性?
编辑
类本身相关部分:
@interface UndeadSimple : RepresentationNode <CAAnimationDelegate>
{
//Animations
SCNNode * _undead;
CAAnimation * _currentAnimation;
NSString * _currAnimationkey;
CAAnimation * _death1;
...
SCNNode * _audioNode;
SCNAudioSource * _deathSource;
SCNAudioPlayer * _player;
}
初始化:
NSString * sceneName = @ZOMBIE;
SCNScene *scene2 = [SCNScene sceneNamed:sceneName];
_undead = [SCNNode node];
for(SCNNode * node in scene2.rootNode.childNodes)
{
[_undead addChildNode:node];
[node removeAllAnimations];
}
[_undead setScale:(SCNVector3Make(0.024, 0.02, 0.024))];
[self addChildNode:_undead];
[_undead removeAllAnimations];
_currentAnimation = _idleAnimation;
_currAnimationkey = @"resting";
[_undead addAnimation:_currentAnimation forKey:_currAnimationkey];
动画和事件:
SCNAnimationEvent * event2 = [SCNAnimationEvent animationEventWithKeyTime:0.9 block:^(CAAnimation * _Nonnull animation, id _Nonnull animatedObject, BOOL playingBackward)
{
[self.delegate finishedDeathAnimation];
}];
_death1 = anims.death1.mutableCopy;
[_death1 setDelegate:self];
[_death1 setFillMode:kCAFillModeForwards];
_death1.removedOnCompletion = NO;
[_death1 setAnimationEvents:@[event2]];
动画调用:
- (void)die
{
if([_currAnimationkey isEqualToString:@"dead"])
{
return;
}
[_undead removeAllAnimations];
CAAnimation * death = nil;
int anim = arc4random_uniform(3);
if(anim < 1)
{
death = _death1;
}
else if(anim < 2)
{
death = _death2;
}
else
{
death = _death3;
}
_currAnimationkey = @"dead";
_currentAnimation = death;
//获取演示节点的辅助方法
- (SCNNode *)getSnapNode
{
SCNNode * repNode = [_undead presentationNode];
_undead.transform = repNode.transform;
repNode = _undead.clone;
return repNode;
}
//在回调函数中尝试获取位置信息:
- (void)finishedDeathAnimation
{
SCNPlane * bloodgeometry = [SCNPlane planeWithWidth:4 height:4];
bloodgeometry.firstMaterial.diffuse.contents = [NSImage imageNamed:@"blood"];
SCNNode * bloodNode = [SCNNode node];
[bloodNode setEulerAngles:SCNVector3Make(-M_PI_2, 0, 0)];
bloodNode.geometry = bloodgeometry;
//Bip01_Pelvis
SCNNode * deadBody = [_unit getSnapNode];
SCNNode * pelvis = [deadBody childNodeWithName:@"Bip01_Pelvis" recursively:YES];
SCNNode * present = pelvis.presentationNode;
SCNVector3 position = [self convertPosition:present.position toNode:self.parentNode];
NSLog(@"pelvis position %lf,%lf,%lf", present.position.x, present.position.y, present.position.z); //Always {0,0,0}
bloodNode.position = SCNVector3Make(position.x, 0.0001, position.z);
[self.parentNode addChildNode:bloodNode];
[self removeFromParentNode];
}
编辑2
我也试图将其简化:
另一个辅助方法:
//在undead/unit类中
- (SCNVector3)getPosition
{
SCNNode * repNode = [[_undead childNodeWithName:@"Bip01_Pelvis" recursively:YES] presentationNode];
return repNode.position;
}
回调函数:
- (void)finishedDeathAnimation
{
position = [_unit getPosition];
NSLog(@"pelvis position %lf,%lf,%lf", position.x, position.y, position.z); //Alway 0,0,0 as well :(
}