Does SpriteKit support dense tessellation of a sprite / texture / shape so it can be warped freely?

烈酒焚心 提交于 2019-12-23 16:11:00

问题


For example if you have an image of a trampoline, and a character jumping on it. Then you want to animate how the trampoline bends down in the center.

To do this I would have to take a bitmap and apply it to a densely tessellated OpenGL ES mesh. Then apply texture to it. Then deform the mesh.

Does SpriteKit support this or can it only display textures as-is?


回答1:


With iOS 10, SKWarpGeometry has been added that allows you to deform sprites. Warps are defined using a source and destination grid containing eight control points, these points define the warp transform; Sprite Kit will take care of tessellation and other low level details.

You can set the wrap geometry for a sprite directly, or animate warping with SKActions.

SKAction.animate(withWarps: [SKWarpGeometry], times: [NSNumber]) ->     SKAction?
SKAction.animate(withWarps: [SKWarpGeometry], times: [NSNumber], restore: Bool) -> SKAction?
SKAction.warp(to: SKWarpGeometry, duration: TimeInterval) -> SKAction?

UPDATE Nov 2016

On Xcode 8+, the following code snippet can be used in a playground: Drag the control points and see the resulting SKSpriteNode get deformed accordingly.

// SpriteKit warp geometry example
// Copy the following in an Xcode 8+ playground
// and make sure your Assistant View is open
// 


import UIKit
import PlaygroundSupport
import SpriteKit


let view = SKView(frame: CGRect(x: 0, y: 0, width: 480, height: 320))

let scene = SKScene(size: view.frame.size)


view.showsFPS = true
view.presentScene(scene)

PlaygroundSupport.PlaygroundPage.current.liveView = view


func drawCanvas1(frame: CGRect = CGRect(x: 0, y: 0, width: 200, height: 200)) -> UIImage {

    UIGraphicsBeginImageContext(frame.size)

    //// Star Drawing
    let starPath = UIBezierPath()
    starPath.move(to: CGPoint(x: frame.minX + 100.5, y: frame.minY + 24))
    starPath.addLine(to: CGPoint(x: frame.minX + 130.48, y: frame.minY + 67.74))
    starPath.addLine(to: CGPoint(x: frame.minX + 181.34, y: frame.minY + 82.73))
    starPath.addLine(to: CGPoint(x: frame.minX + 149, y: frame.minY + 124.76))
    starPath.addLine(to: CGPoint(x: frame.minX + 150.46, y: frame.minY + 177.77))
    starPath.addLine(to: CGPoint(x: frame.minX + 100.5, y: frame.minY + 160))
    starPath.addLine(to: CGPoint(x: frame.minX + 50.54, y: frame.minY + 177.77))
    starPath.addLine(to: CGPoint(x: frame.minX + 52, y: frame.minY + 124.76))
    starPath.addLine(to: CGPoint(x: frame.minX + 19.66, y: frame.minY + 82.73))
    starPath.addLine(to: CGPoint(x: frame.minX + 70.52, y: frame.minY + 67.74))
    starPath.close()
    UIColor.red.setFill()
    starPath.fill()
    UIColor.green.setStroke()
    starPath.lineWidth = 10
    starPath.lineCapStyle = .round
    starPath.lineJoinStyle = .round
    starPath.stroke()

    let image = UIGraphicsGetImageFromCurrentImageContext()!
    UIGraphicsEndImageContext()
    return image
}

class ControlNode : SKShapeNode {

    override init() {
        super.init()
        self.path = CGPath(ellipseIn: CGRect.init(x: 0, y: 0, width: 10, height: 10), transform: nil)
        self.fillColor = UIColor.red
        self.isUserInteractionEnabled = true
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    typealias UpdateHandler = (ControlNode) -> ()
    var positionUpdated: UpdateHandler? = nil

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        self.fillColor = UIColor.yellow
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        if let touch = touches.first, let parent = self.parent {
            let pos = touch.location(in: parent).applying(CGAffineTransform(translationX: -5, y: -5))
            self.position = pos
            positionUpdated?(self)
        }
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        self.fillColor = UIColor.red
    }

    var warpPosition: vector_float2 {
        if let parent = self.parent {
            let size = parent.frame.size
            let pos = self.position.applying(CGAffineTransform(translationX: -size.width/2 + 5, y: -size.height/2 + 5))
            return vector_float2(
                x: Float(1 + pos.x / size.width),
                y: Float(1 + pos.y / size.height)
            )
        }
        return vector_float2(x: 0, y: 0)
    }
}

extension SKSpriteNode {
    func addControlNode(x: CGFloat, y: CGFloat) -> ControlNode {
        let node = ControlNode()
        node.position = CGPoint(
            x: x * frame.width - frame.width / 2 - 5,
            y: y * frame.height - frame.height / 2 - 5
        )
        self.addChild(node)
        return node
    }
}




let texture = SKTexture(image: drawCanvas1())
let image = SKSpriteNode(texture: texture)
image.position = CGPoint(x: 200, y: 160)
scene.addChild(image)

let controlPoints: [(x:CGFloat, y:CGFloat)] = [
    (0, 0),
    (0.5, 0),
    (1.0, 0),
    (0, 0.5),
    (0.5, 0.5),
    (1.0, 0.5),
    (0, 1.0),
    (0.5, 1.0),
    (1.0, 1.0),
]

let sourcePositions = controlPoints.map {
    vector_float2.init(Float($0.x), Float($0.y))
}

var controlNodes: [ControlNode] = []

controlPoints.forEach { controlNodes.append(image.addControlNode(x: $0.x, y: $0.y)) }


for node in controlNodes {
    node.positionUpdated = {
        [weak image]
        _ in
        let destinationPoints = controlNodes.map {
            $0.warpPosition
        }
        image?.warpGeometry = SKWarpGeometryGrid(columns: 2, rows: 2, sourcePositions: sourcePositions, destinationPositions: destinationPoints)
    }
}

PS: I referred to the SKWarpGeometry documentation.




回答2:


Edit: See @Benzi's answer for a nice option using the SKWarpGeometry API available in iOS 10 / tvOS 10 / macOS 10.12. Prior to those releases, Sprite Kit could only display textures as billboards — the remainder of this answer addresses that pre-2016 situation, which might still be relevant if you're targeting older devices.

You might be able to get the distortion effect you're going for by using SKEffectNode and one of the geometry distortion Core Image filters, though. (CIBumpDistortion, for example.) Keep a reference to the effect node or its filter property in your game logic code (in your SKScene subclass or wherever else you put it), and you can adjust the filter's parameters using setValue:forKey: for each frame of animation.



来源:https://stackoverflow.com/questions/19779312/does-spritekit-support-dense-tessellation-of-a-sprite-texture-shape-so-it-ca

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