mat.m41,mat.m42 ,mat.m43); bulletsNode.position = pos; SCNVector3 bulletDirection = dir; [bulletsNode.physicsBody...#####代理设置 _jpARSCNView.scene.physicsWorld.contactDelegate = self; self.physicsBody.categoryBitMask...= 2; self.physicsBody.contactTestBitMask = 1; // 这里是自己独立开一条线程出来 — (void)physicsWorld:(SCNPhysicsWorld
ANode.physicsBody.categoryBitMask = 0b001; BNode.physicsBody.collisionBitMask = 0b011; // b允许那些分类与自己碰撞...如果两个掩码进行按位与运算 结果为一个非零的数字 就会产生碰撞 如果是下面的设置将不会产生碰撞 ANode.physicsBody.categoryBitMask = 0b001; BNode.physicsBody.collisionBitMask...1.首先要设置物理身体(同上面一样) 如果要想A去接触B,并且要触发代理事件 ANode.physicsBody.categoryBitMask = 0b001; BNode.physicsBody.contactTestBitMask...sphereNode.physicsBody?.categoryBitMask = 1; boxNode.physicsBody!....设置正方体的允许那些物理身体接触自己发生代理事件 boxNode.physicsBody!.
= heroCategory; _hero.physicsBody.collisionBitMask = wallCategory | groundCategory|edgeCategory;...; _hero.physicsBody.dynamic = YES; _hero.physicsBody.affectedByGravity = NO; _hero.physicsBody.allowsRotation...= NO; _hero.physicsBody.restitution = 0.4; _hero.physicsBody.usesPreciseCollisionDetection =...= wallCategory; upWall.physicsBody.dynamic = NO; upWall.physicsBody.friction = 0;...= wallCategory; downWall.physicsBody.dynamic = NO; downWall.physicsBody.friction = 0
SCNPhysicsShape * shape = [SCNPhysicsShape shapeWithGeometry:box options:nil]; self.physicsBody...= [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeDynamic shape:shape]; [self.physicsBody...setAffectedByGravity:NO]; self.physicsBody.categoryBitMask = 1; self.physicsBody.contactTestBitMask
let physicsBody = SKPhysicsBody(circleOfRadius: 30) node.physicsBody = physicsBody physicsBody.categoryBitMask...= Collision.Masks.killing.bitmask physicsBody.collisionBitMask = Collision.Masks.player.bitmask | Collision.Masks.ground.bitmask...physicsBody.contactTestBitMask = Collision.Masks.player.bitmask | Collision.Masks.ground.bitmask physicsBody.fieldBitMask...= Collision.Masks.player.bitmask | Collision.Masks.ground.bitmask physicsBody.affectedByGravity = true...physicsBody.allowsRotation = false physicsBody.restitution = 0.2 physicsBody.friction = 10 addChild
代码如下: local size = display.size local body = cc.PhysicsBody:createEdgeBox(size,cc.PHYSICSBODY_MATERIAL_DEFAULT...PhysicsBody中的工程方法,针对参数设置的body大小,会自动创建对应的PhysicsBody和一个PhysicsShape, 这也是通常情况下,直接使用物理引擎创建一个body需要做的事情。...= cc.PhysicsBody:createCircle(25,cc.PHYSICSBODY_MATERIAL_DEFAULT,cc.p(0,0)) --圆形刚体 oneBody:setContactTestBitmask...PHYSICSBODY MATERIAL DEFAULT。手动创建材质方法如下: cc....= cc.PhysicsBody:createCircle(25,cc.PHYSICSBODY_MATERIAL_DEFAULT,cc.p(0,0)) --圆形刚体 oneBody
打开数据统计 scnView.showsStatistics = YES; 3C8B955C-BA7F-4D3B-84EE-D4035960D555.png 查看节点的物理身体 ship.physicsBody...SCNDebugOptionShowPhysicsShapes; D5A711A9-4392-42CB-9707-B9D2CEA6880C.png 这里注意一下 这个调试模式专门调试物理身体的,所以必须给节点设置physicsBody
dimension chamferRadius:0]; SCNNode *node = [SCNNode nodeWithGeometry:cube]; // The physicsBody...tells SceneKit this geometry should be // manipulated by the physics engine node.physicsBody = [SCNPhysicsBody...bodyWithType:SCNPhysicsBodyTypeDynamic shape:nil]; node.physicsBody.mass...= 2.0; node.physicsBody.categoryBitMask = CollisionCategoryCube; // We insert the geometry slightly...正如您在上面的代码中所看到的,我们为每个立方体提供了一个physicsBody,它指示了SceneKit物理引擎,这个几何应该由物理引擎控制。
node; } 6.创建物理身体之前的物理行为 SCNPhysicsHingeJoint *joint0 = [SCNPhysicsHingeJoint jointWithBodyA:boxNode.physicsBody...axisA:SCNVector3Make(1, 0, 0) anchorA:SCNVector3Make(0, -0.5, 0) bodyB:text1.physicsBody axisB:SCNVector3Make...axisA:SCNVector3Make(1, 0, 0) anchorA:SCNVector3Make(0, -0.5, 0) bodyB:text2.physicsBody axisB:SCNVector3Make...axisA:SCNVector3Make(1, 0, 0) anchorA:SCNVector3Make(0, -0.5, 0) bodyB:text3.physicsBody axisB:SCNVector3Make...axisA:SCNVector3Make(1, 0, 0) anchorA:SCNVector3Make(0, -0.5, 0) bodyB:text4.physicsBody axisB:SCNVector3Make
也不能被其他身体作用,但是作用动态身体 如何创建物理身体 他是(节点)SCNNode的一个属性 @property(nonatomic, retain, nullable) SCNPhysicsBody *physicsBody...NS_AVAILABLE(10_10, 8_0); 下面是三种物理身体的创建方法 // 静态身体创建 sphereNode.physicsBody = [SCNPhysicsBody staticBody...]; // 动态身体创建 sphereNode.physicsBody = [SCNPhysicsBody dynamicBody]; // 运动身体创建 sphereNode.physicsBody
length:4 chamferRadius:0]; boxNode.geometry.firstMaterial.diffuse.contents = [UIColor redColor]; boxNode.physicsBody...= [SCNPhysicsBody dynamicBody]; boxNode.position = SCNVector3Make(0, 30, 0); boxNode.physicsBody.velocity...= SCNVector3Make(0, 0, 0); [self.scnView.scene.rootNode addChildNode:boxNode]; boxNode.physicsBody.charge...floorNode.geometry = [SCNFloor floor]; floorNode.geometry.firstMaterial.diffuse.contents = @"floor.jpg"; floorNode.physicsBody...particleNode.position = SCNVector3Make(0, 0, 0); [particleNode addParticleSystem:particleSytem]; particleNode.physicsBody
color, size: CGSize(width: 30, height: 30)) node.position = CGPoint(x: 0, y: -500) node.physicsBody...= SKPhysicsBody(circleOfRadius: 30) node.physicsBody?....isDynamic = true node.physicsBody?....generateNewSpriteNode(color: colors[random]) let randomAngle = Int.random(in: -100...100) node.physicsBody
此长方体厚度很薄 然后设置模型的contents为红包的图片 2.用仿真框架让红包掉下来 3.多设置几个源头 但正上方不要设置 否则屏幕经常会给一个红包遮住 #####关键性代码: geometerNode.physicsBody...Y = (NSInteger) (1 ); NSInteger Z = (NSInteger)(arc4random_uniform(9)) - 4; [geometerNode.physicsBody...在SceneKit中所有的物理对象都是SCNPhysicsBody, 然后需要把该对象绑定到SCNNode的physicsBody实例属性, 然后物理引擎就可以进行仿真模拟了。
接下来,我们给地板 球体 和 正方体 同时设置物理身体 floorNode.physicsBody = SCNPhysicsBody.static() sphereNode.physicsBody...= SCNPhysicsBody.kinematic() boxNode.physicsBody = SCNPhysicsBody.dynamic() 测试也无效,原因不详
使之成为一个可使用引用计数的对象 比如: PhysicsBody* PhysicsBody::create() { PhysicsBody* body = new (std::nothrow)...PhysicsBody(); if (body && body->init()) { body->autorelease();//此处使用autorelease把body增加到自己主动释放池
PhysicsMaterial(0.1f, 1.0f, 0.0f)); // 2 physicsBody->setDynamic(true); // 3 physicsBody->setCategoryBitmask...((int)PhysicsCategory::Monster); physicsBody->setCollisionBitmask((int)PhysicsCategory::None); physicsBody...这是上面的代码的作用: 1.为精灵创建一个PhysicsBody。...= PhysicsBody::createCircle(projectileSize.width/2 ); physicsBody->setDynamic(true); physicsBody->setCategoryBitmask...((int)PhysicsCategory::Projectile); physicsBody->setCollisionBitmask((int)PhysicsCategory::None); physicsBody
scnView.debugOptions = .showPhysicsShapes// 打开调试模型即可 我们给物理身体设置一下动态物理身体查看一下模型的物理身体到底长是什么样子,下面以一个球体为例 sphereNode.physicsBody...geometry: box, options: [SCNPhysicsShape.Option.type:SCNPhysicsShape.ShapeType.convexHull]) sphereNode.physicsBody
physicsShape, localInertia ); var body = new Ammo.btRigidBody( rbInfo ); threeObject.userData.physicsBody...softBodies[ i ]; var geometry = volume.geometry; var softBody = volume.userData.physicsBody...< il; i++ ) { var objThree = rigidBodies[ i ]; var objPhys = objThree.userData.physicsBody
height: CGFloat(planeAnchor.extent.z), length: 0.001, chamferRadius: 0) // 2 planeNode.physicsBody...在screenPanned方法前面的行中添加以下行sceneView.scene.rootNode.addChildNode(dominoNode): // 1 dominoNode.physicsBody...= SCNPhysicsBody(type: .dynamic, shape: nil) // 2 dominoNode.physicsBody?....mass = 2.0 dominoNode.physicsBody?.friction = 0.8 对于多米诺骨牌,我们将使用dynamic类型物理体并将形状设置为nil。...let firstDomino = dominoes.first else { return } // 2 let power: Float = 0.7 firstDomino.physicsBody
physicsBody?.categoryBitMask = 0 contact.bodyA.node?....physicsBody?.
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