Я знаю, что эта проблема, вероятно, довольно часто встречается с новым обновлением, и, скорее всего, это простое исправление, но недавно я обновился от бета-версии xcode-6 до полной версии, и многие из моих подклассы имеют ошибки. Я использовал предварительно запрограммированный 3D-вращающийся глобус scenekit, который отлично работал с бета-версией ... У меня теперь были неудачные сборки, которые дают мне быструю ошибку компилятора: «SCNMaterial?» не имеет члена с именем «многочисленные подклассы здесь»Проблемы с классом classk с обновлением до xcode 6
Довольно утерянный здесь, поэтому любая помощь или руководство будут очень благодарны ... спасибо!
Исходный код из Github Я использую: https://github.com/schwa/iOS-8-SceneKit-Globe-Test Кроме того, ниже код из моего файла (так же, как GitHub файлов выше) ...
//
// AppDelegate.swift
// SceneKitTest
//
// Created by Jonathan Wight on 6/6/14.
// Copyright (c) 2014 schwa.io. All rights reserved.
//
import UIKit
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: NSDictionary?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(application: UIApplication) {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
//
// GameViewController.swift
// SceneKitTest
//
// Created by Jonathan Wight on 6/6/14.
// Copyright (c) 2014 schwa.io. All rights reserved.
//
import UIKit
import QuartzCore
import SceneKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = GlobeScene()
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
//error occurs with lightNode class
lightNode.light.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
// let ambientLightNode = SCNNode()
// ambientLightNode.light = SCNLight()
// ambientLightNode.light.type = SCNLightTypeAmbient
// ambientLightNode.light.color = UIColor.darkGrayColor()
// scene.rootNode.addChildNode(ambientLightNode)
// retrieve the SCNView
let scnView = self.view as SCNView
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.blackColor()
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
let gestureRecognizers = NSMutableArray()
gestureRecognizers.addObject(tapGesture)
gestureRecognizers.addObjectsFromArray(scnView.gestureRecognizers!)
scnView.gestureRecognizers = gestureRecognizers
}
func handleTap(gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let scnView = self.view as SCNView
// check what nodes are tapped
let p = gestureRecognize.locationInView(scnView)
let hitResults = scnView.hitTest(p, options: nil)
// check that we clicked on at least one object
//error occurs with if statement below
if hitResults.count > 0 {
// retrieved the first clicked object
let result: AnyObject! = hitResults[0]
// get its material
let material = result.node!.geometry.firstMaterial
// highlight it
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
// on completion - unhighlight
SCNTransaction.setCompletionBlock {
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
material.emission.contents = UIColor.blackColor()
SCNTransaction.commit()
}
material.emission.contents = UIColor.redColor()
SCNTransaction.commit()
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.toRaw())
} else {
return Int(UIInterfaceOrientationMask.All.toRaw())
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
//
// GlobeScene.swift
// SceneKitTest
//
// Created by Jonathan Wight on 6/6/14.
// Copyright (c) 2014 schwa.io. All rights reserved.
//
import SceneKit
import QuartzCore
class GlobeScene: SCNScene {
var camera: SCNCamera
var cameraNode: SCNNode
var ambientLightNode: SCNNode
var globeNode: SCNNode
override init() {
self.camera = SCNCamera()
self.camera.zNear = 0.01
self.cameraNode = SCNNode()
self.cameraNode.position = SCNVector3(x: 0.0, y: 0.0, z: 1.5)
self.cameraNode.camera = self.camera
self.camera.focalBlurRadius = 0;
// CABasicAnimation *theFocusAnimation = [CABasicAnimation animationWithKeyPath:"focalBlurRadius"];
// theFocusAnimation.fromValue = @(100);
// theFocusAnimation.toValue = @(0);
// theFocusAnimation.duration = 2.0;
// theFocusAnimation.removedOnCompletion = YES;
// [self.camera addAnimation:theFocusAnimation forKey:@"focus"];
let theAmbientLight = SCNLight()
theAmbientLight.type = SCNLightTypeAmbient
theAmbientLight.color = UIColor(white: 0.5, alpha: 1.0)
self.ambientLightNode = SCNNode()
self.ambientLightNode.light = theAmbientLight
//below theGlobeGeometry classes are where the errors occur .diffuse, .ambient, etc....
self.globeNode = SCNNode()
let theGlobeGeometry = SCNSphere(radius: 0.5)
theGlobeGeometry.firstMaterial.diffuse.contents = UIImage(named:"earth_diffuse.jpg")
theGlobeGeometry.firstMaterial.ambient.contents = UIImage(named:"earth_ambient2.jpeg")
// theGlobeGeometry.firstMaterial.ambient.contents = UIImage(named:"earth_ambient.jpg")
theGlobeGeometry.firstMaterial.specular.contents = UIImage(named:"earth_specular.jpg")
theGlobeGeometry.firstMaterial.emission.contents = nil
theGlobeGeometry.firstMaterial.transparent.contents = nil
theGlobeGeometry.firstMaterial.reflective.contents = nil
theGlobeGeometry.firstMaterial.multiply.contents = nil
theGlobeGeometry.firstMaterial.normal.contents = UIImage(named:"earth_normal.jpg")
let theGlobeModelNode = SCNNode(geometry: theGlobeGeometry)
self.globeNode.addChildNode(theGlobeModelNode)
let theCloudGeometry = SCNSphere(radius:0.501)
theCloudGeometry.firstMaterial.diffuse.contents = nil
theCloudGeometry.firstMaterial.ambient.contents = nil
theCloudGeometry.firstMaterial.specular.contents = nil
theCloudGeometry.firstMaterial.emission.contents = nil
theCloudGeometry.firstMaterial.transparent.contents = UIImage(named:"earth_clouds.png")
theCloudGeometry.firstMaterial.reflective.contents = nil
theCloudGeometry.firstMaterial.multiply.contents = nil
theCloudGeometry.firstMaterial.normal.contents = nil
let theCloudModelNode = SCNNode(geometry: theCloudGeometry)
self.globeNode.addChildNode(theCloudModelNode)
// animate the 3d object
let animation: CABasicAnimation = CABasicAnimation(keyPath: "rotation")
animation.toValue = NSValue(SCNVector4: SCNVector4(x: 1, y: 1, z: 0, w: Float(M_PI)*2))
animation.duration = 5
animation.repeatCount = MAXFLOAT //repeat forever
globeNode.addAnimation(animation, forKey: nil)
super.init()
self.rootNode.addChildNode(self.cameraNode)
self.rootNode.addChildNode(self.ambientLightNode)
self.rootNode.addChildNode(self.globeNode)
}
}
Хорошо, спасибо. Я понял, что это что-то такое ... – user3708224
Еще одна вещь, которую я заметил, которая может быть аналогичной, но я получаю эту ошибку ... '[AnyObject]?' не имеет члена с именем «подстрочный индекс» для извлечения первого объекта с щелчком ... // проверяем, что мы нажали по крайней мере на один объект , если hitResults? .count> 0 { // извлечен первый объект с щелчком let result: AnyObject! = hitResults [0] – user3708224