澳门威利斯人_威利斯人娱乐「手机版」

来自 办公软件 2020-03-25 18:29 的文章
当前位置: 澳门威利斯人 > 办公软件 > 正文

场景框架

图片 1

八种不一致的材料

图片 2

最初语:几最近深夜很喜悦,掘金队的果壳网转载自身首先个blog 服务端Swift - Vapor ,让正在愁期末试验的自身须臾间狂喜。正好掘金队赐给本身一个公开测量试验成效,于是前几天计划撸一篇,希望长辈带领。

添加.dae 文件到scene
func setupEnemy(scene:SCNScene) -> SCNNode {

    let enemyScene = SCNScene(named: "art.scnassets/Enemy.dae")
    let enemyNode = enemyScene!.rootNode.childNodeWithName("enemy", recursively: false)
    enemyNode!.name = "enemy"
    enemyNode!.position = SCNVector3Make(40, 10, 30)
    enemyNode!.rotation = SCNVector4Make(0, 1, 0, Float(M_PI))
    scene.rootNode.addChildNode(enemyNode!)

    return enemyNode!
}

Directional Lights

比较以前,现在映射八个3D实体变得十分轻松,只要达成那3个变量 diffuse metalness roughness 就能够。大家做多少个小德姆o特别扶植领悟。

镜头动作

让画面随时移动

//follow the camera
let spaceman =  spaceManNode.presentationNode
let spacemanPosition = spaceman.position
let cameraDamping:Float = 0.05
let targetPosition =  SCNVector3Make(spacemanPosition.x, 30.0, spacemanPositio
var cameraPosition =  cameraNode.position
cameraPosition = SCNVector3Make(cameraPosition.x * (1.0 - cameraDamping)   tar
* cameraDamping,
    cameraPosition.y * (1.0 - cameraDamping)   targetPosition.y * cameraDampin
    cameraPosition.z * (1.0 - cameraDamping)   targetPosition.z * cameraDampin
cameraNode.position = cameraPosition

Unlike point lights, directional lights do not need a position coordinate. A directional light only needs a single 3D vector that represents the direction of all the rays of light. However, the GLSL lighting code in our shader expects every light to have a position. Luckily, we can represent the direction of a directional light with a homogeneous coordinate by setting W=0.

let env = UIImage(named: "interior_hdri_29_20150416_1169368110.jpg")scene.lightingEnvironment.contents = env

老天爷说有光,于是SCNLight亮了

图片 3

图片 4Swift Playground

碰撞检查实验SCNPhysicsBody

两种碰撞体

三种碰撞体.jpg

Light doesn't just reflect off of surfaces, it can travel through them too. When light penetrates a surface, it changes the color of that surface. Rendering this color change is called subsurface scattering.

现年最大的更新是提供了Physically based rendering,不懂能够上网查,简单来说正是让3D的货品尤其3D了,作者背后重视就是商量那几个新的效益。

SCNGeometry 的内建目的

内建对象1.jpg

内建对象2.jpg

内建对象3.jpg

Emissive lights are pretty easy to implement in OpenGL. Send an extra color uniform to the shaders, along with the materials texture and shininess, and add that color to the final color. Alternatively, you can send an extra texture instead of a single color.

当然还要有前面背景图

在SceneKit 里面使用Pepsi-ColaKit

绘制2d效果

import SpriteKit
import SceneKit
class GameOverlay: SKScene {
    required init?(coder aDecoder: NSCoder) {
    super.init(coder: aDecoder)
}

撞倒这一块完毕的不是很好,临时先不研究了


以上代码图像来自:Beginning Swift Games Development for iOS 一书,没搜到汉译版,提出做3D花费的童鞋自行下载此书,查辞书看完(本书提供的source code 不太全,得非凡着书进行宏观卡塔尔


Scenekit内容很丰富,后续应该还有或许会一而再再而三补充...
待续...

图片 5

  • 先拖二个SphereNode

    图片 6

  • 更改Material的属性

    图片 7

  • 更改Lighting Environment 和 Background 属性

    图片 8

老董,你是土豪金的么SCNMaterial

attenuation = 0.0;

图片 9图片来源于互连网

光照的平整

光照准则.jpg

Normal Mapping 法线纹理

图片 10

叁个渲染循环

渲染循环内做的事

Render Cycle.png

if(lightToSurfaceAngle > light.coneAngle){

法定文书档案聊到的

动起来

float lightToSurfaceAngle = degrees(acos(dot(-surfaceToLight, normalize(light.coneDirection))));

理当如此你还足以新建二个.scn文件来创建

亮起来
func setupLighting(scene:SCNScene) {

        let ambientLight = SCNNode()
        ambientLight.light = SCNLight()
        ambientLight.light!.type = SCNLightTypeAmbient
        ambientLight.light!.color = UIColor(white: 0.3, alpha: 1.0)
        scene.rootNode.addChildNode(ambientLight)

        let lightNode = SCNNode()
        lightNode.light = SCNLight()
        lightNode.light!.type = SCNLightTypeSpot
        lightNode.light!.castsShadow = true
        lightNode.light!.color = UIColor(white: 0.8, alpha: 1.0)
        lightNode.position = SCNVector3Make(0, 80, 30)
        lightNode.rotation = SCNVector4Make(1, 0, 0, Float(-M_PI/2.8))
        lightNode.light!.spotInnerAngle = 0
        lightNode.light!.spotOuterAngle = 50
        lightNode.light!.shadowColor = UIColor.blackColor()
        lightNode.light!.zFar = 500
        lightNode.light!.zNear = 50
        scene.rootNode.addChildNode(lightNode)

        //Save for later
        spotLight = lightNode
    }

Even though skin looks fairly opaque, subsurface scattering is generally used for realistic rendering of human skin. Without it, skin tends to look like painted plastic.

What's new in iOS 10 SceneKit: A new Physically Based Rendering system allows you to leverage the latest in 3D graphics research to create more realistic results with simpler asset authoring

增加卡通片

3D meshes have limits to the number of vertices they can contain, due to performance. Making a surface rough or bumpy with geometry can take a lot of vertices, so normal maps are often used instead. Normal maps can be used to make an angular-looking 3D model look less angular, and more realistic.

本文由澳门威利斯人发布于办公软件,转载请注明出处:场景框架

关键词: 澳门威利斯人 场景 框架 新特性 iOS Sc...