Reputation: 117
I have a SCNNode
and a full working physics body attached to it, but the physics bodies center/resting-point is at the bottom of the SCNNode
.
Here's what I'm trying to do:
Apple Developer hasn't help me so far. Here is what I have:
let nodePhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNCapsule(capRadius: 2.0, height: 2.0), options: nil))
I found this init method, but I'm not sure if it will work, or how to implement it.
.init(circleOfRadius r: CGFloat, center: CGPoint()
Upvotes: 1
Views: 901
Reputation: 1184
For a full example (my physics were centered about the base of my .dae animation, and I needed the physics body centered at the center of mass of the SCNNode):
// refNode is the SCNReferenceNode loaded from the .dae animation
let kCharacterScale = SCNVector3(20.0,20.0,20.0) //Set the node and physics scales
let boundingBox = refNode.boundingBox
let min = boundingBox.min
let max = boundingBox.max
let w = (max.x - min.x)
let h = (max.y - min.y)
let l = (max.z - min.z)
let boxShape = SCNBox (width: CGFloat(w) , height: CGFloat(h) , length: CGFloat(l), chamferRadius: 0.0)
var shape = SCNPhysicsShape(geometry: boxShape, options: [SCNPhysicsShape.Option.scale : kCharacterScale, SCNPhysicsShape.Option.type : SCNPhysicsShape.ShapeType.boundingBox])
let translate = SCNMatrix4MakeTranslation(0.0, (h*kCharacterScale.y/2.0), 0.0)
let translateMatrix = NSValue.init(scnMatrix4: translate)
shape = SCNPhysicsShape.init(shapes: [shape], transforms: [translateMatrix])
refNode.physicsBody = SCNPhysicsBody(type: .kinematic, shape: shape)
Upvotes: 3
Reputation: 126167
I'd suggest trying the SCNPhysicsShape
init(shapes:transforms:)
initializer — rather than constructing a physics shape out of several shapes (and using the transforms
parameter to position them relative to one another), you might be able to pass a single shape and a transform that offsets it from the center of the parent coordinate space.
Upvotes: 5