如何在RealityKit中为USDZ内的现有ModelEntity添加简单材质?
在RealityKit中为USDZ内的OBJ部件设置材质与属性
我导入了一个包含OBJ文件作为图层的USDZ文件,其中的对象无结构、材质与颜色,需在运行时单独设置。我已通过SceneKit实现该功能,代码如下:
// 获取所有部件 guard let scene = SCNScene(named: "art.scnassets/allParts.usdz") else { return } // 隐藏所有部件 scene.rootNode.childNodes.forEach { child in child.isHidden = true } // 显示并配置需要的部件(位置与分组) let part1 = scene.rootNode.childNode(withName: "part1_abc2", recursively: true)! part1.isHidden = false part1.childNodes.first?.geometry?.firstMaterial?.diffuse.contents = UIColor.red part1.localRotate(by: SCNQuaternion(0, 0, 0, 0)) part1.localTranslate(by: SCNVector3(0, 0, 0.216)) ...
我希望在RealityKit中实现相同行为,编写了如下代码:
let modelEntity = try! ModelEntity.load(named: "art.scnassets/allParts.usdz") modelEntity.children.forEach { child in child.isEnabled = false } guard let part1 = modelEntity.findEntity(named: "part1_abc2") else { return } part1.isEnabled = true part1.orientation = Transform(pitch: 0, yaw: 0, roll: 0).rotation part1.transform = Transform(translation: [0, 0, 0.216])
但不知如何为部件分配颜色或材质。我知道可通过如下方式初始化带材质的ModelEntity:
let mesh = MeshResource.generateBox(size: 0.5, cornerRadius: 0.1) let material = SimpleMaterial(color: .red, roughness: 0.15, isMetallic: true) let model = ModelEntity(mesh: mesh, materials: [material])
但如何为已有的OBJ部件后续添加材质?
UPDATE 1:
我发现ModelEntity.load返回的是Entity而非ModelEntity,需要获取USDZ文件中每个图层/部件的ModelEntity,恳请指点方向。
UPDATE 2:
我尝试了如下代码,但模型完全消失:
let modelEntity = try! Entity.loadModel(named: "art.scnassets/allParts.usdz") modelEntity.model?.materials = [UnlitMaterial(color: .red)]
我猜测需为每个子图层设置材质,但如下代码仍返回Entity:
guard let part1 = modelEntity.findEntity(named: "part1_abc2") else { return } part1.isEnabled = true part1.orientation = Transform(pitch: 0, yaw: 0, roll: 0).rotation part1.transform = Transform(translation: [0, 0, 0.216])
UPDATE 3:
针对Andy Jazz的回答,我测试后发现:若将USDZ加载为ModelEntity,层级结构完全为空,导致类型转换失败:
let modelEntity = try! Entity.loadModel(named: "art.scnassets/allThePartsOf.usdz") print(modelEntity) print("will downcasting") guard let uw = modelEntity.findEntity(named: "RealModel") as? ModelEntity else { print("downcasting failed") return } print("did downcasting")
控制台输出:
▿ '' : ModelEntity ⟐ Transform ⟐ SynchronizationComponent ⟐ ModelComponent will downcasting downcasting failed
若将USDZ加载为Entity,能获取层级树,但类型转换仍失败:
let modelEntity = try! ModelEntity.load(named: "art.scnassets/allThePartsOf.usdz") print(modelEntity)
控制台输出:
▿ '/' : Entity, children: 110 ⟐ Transform ⟐ SynchronizationComponent ▿ 'RealModel' : Entity, children: 1 ⟐ Transform ⟐ SynchronizationComponent ▿ 'RealModel' : ModelEntity ⟐ Transform ⟐ ModelComponent ⟐ SynchronizationComponent ▿ 'RealModel_1' : Entity, children: 1 ⟐ Transform ⟐ SynchronizationComponent ▿ 'RealModel_1' : ModelEntity ⟐ Transform ⟐ ModelComponent ⟐ SynchronizationComponent . . . will downcasting downcasting failed
内容的提问来源于stack exchange,提问作者lobax
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