为什么我会在 SCNNode 之间发生连续碰撞?

Why I get a continuous collision between SCNNodes?

我正在尝试设置 SCNNode 之间的碰撞检测,但我遇到了问题。

作为第一步,我设置了 class 以扩展 SCNPhysicsContactDelegate:

class ViewController: SCNPhysicsContactDelegate
.
.
.
self.arSceneView.scene.physicsWorld.contactDelegate = self

我有 2 种 SCNNode:汽车硬币。对于两者,我都设置了碰撞类别:

// Collisions
struct CollisionCategory: OptionSet {
    let rawValue: Int

    static let CoinsCategory = CollisionCategory(rawValue: 4)
    static let CarCategory = CollisionCategory(rawValue : 8)
}

两者都分配了一个 physicsBody,我为它们分配了 类别 一种交互元素

汽车

// Create physics shape
let boxBodyShape = SCNPhysicsShape(node: carNode, options: nil)

// Create physics body
let boxBody = SCNPhysicsBody(type: .kinematic, shape: boxBodyShape)

// Assign physics body
carNode.physicsBody = boxBody

// Setup category collisions properties
carNode.physicsBody?.categoryBitMask = CollisionCategory.CarCategory.rawValue
carNode.physicsBody?.contactTestBitMask = CollisionCategory.CoinsCategory.rawValue
carNode.physicsBody?.collisionBitMask = CollisionCategory.CoinsCategory.rawValue

硬币

// Create physics body
let boxBody = SCNPhysicsBody(type: .kinematic, shape: boxBodyShape)

// Assign physics body
coin.physicsBody = boxBody

// Setup category collisions properties
coin.physicsBody?.categoryBitMask = CollisionCategory.CoinsCategory.rawValue
coin.physicsBody?.contactTestBitMask = CollisionCategory.CarCategory.rawValue
coin.physicsBody?.collisionBitMask = CollisionCategory.CarCategory.rawValue

最后一步,我实现了函数 physicsWorld(:didBegan:) 来管理冲突:

func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
    print("A: \(contact.nodeA.name) - B: \(contact.nodeB.name)")
    print("A: \(contact.nodeA.physicsBody!.categoryBitMask) - B: \(contact.nodeB.physicsBody!.categoryBitMask)")
}

所有这一切都在工作,但没有达到预期。即使没有碰撞,我也会在场景中连续碰撞汽车和硬币。控制台输出不断给我一个碰撞:

...
...
...
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin8")
A: 8 - B: 4
Penetration distance: false
A: Optional("Car") - B: Optional("Coin9")
...
...
...

下图大概了解一下现场情况:

我不明白设置中出了什么问题或遗漏了什么。

似乎当汽车靠近一些立方体(硬币)时,它们会影响它,所以 "collision" 但是,我不明白...

谢谢!

您可以尝试这样的操作:

func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact)
    {
        if(data.gameState == .run)
        {
            guard let nodeNameA = contact.nodeA.name else { return }
            guard let nodeNameB = contact.nodeB.name else { return }

            if(nodeNameA.prefix(5) == "Explo" && nodeNameB.prefix(5) == "Missi")
            {
                gameControl.enemyMissileHit(vIndex: Int(nodeNameB.suffix(4))!)
            }
            if(nodeNameA.prefix(5) == "Missi" && nodeNameB.prefix(5) == "Explo")
            {
                gameControl.enemyMissileHit(vIndex: Int(nodeNameA.suffix(4))!)
            }
            if(nodeNameA.prefix(5) == "Explo" && nodeNameB.prefix(5) == "Hive ")
            {
                gameControl.enemyHiveHit(vIndex: Int(nodeNameB.suffix(4))!)
            }
            if(nodeNameA.prefix(5) == "Hive " && nodeNameB.prefix(5) == "Explo")
            {
                gameControl.enemyHiveHit(vIndex: Int(nodeNameA.suffix(4))!)
            }
        }
    }

好的,我通过添加这个控件解决了:

func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
    if(contact.penetrationDistance >= 0.08 && contact.nodeB.name!.contains("Coin")) {
        contact.nodeB.removeFromParentNode()
    }
}