Move camera to tapped SCNNode - ios

I'm using SceneKit and Swift to try and move the camera so it's 'focused' on the selected node. I understand I have the defaultCameraController enabled but I was trying to adjust the camera's position via dolly, rotate and translateInCameraSpaceBy but there was no animated transition - it just jumped to the new position.
Is there anyway for the camera to glide into position like how Google Maps slides/then zooms over to a searched location?
Any help would be greatly appreciated :)
Here's my code:
import UIKit
import SceneKit
class ViewController: UIViewController {
var gameView: SCNView!
var scene: SCNScene!
var cameraNode: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
// Scene
scene = SCNScene()
// Camera
cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 0, 10)
scene.rootNode.addChildNode(cameraNode)
// Light
/*
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light?.type = .omni
lightNode.position = SCNVector3(0, 10, 2)
scene.rootNode.addChildNode(lightNode)
*/
// Stars
//let stars = SCNParticleSystem(named: "starsParticles.scnp", inDirectory: nil)!
//scene.rootNode.addParticleSystem(stars)
// Earth
let earthNode = itemPlate()
earthNode.position = SCNVector3(0, 0, 0)
scene.rootNode.addChildNode(earthNode)
// Create orbiting moonOne
let moonNodeOne = itemPlate()
moonNodeOne.position = SCNVector3(3, 0, 0)
earthNode.addChildNode(moonNodeOne)
// Create orbiting moonOne
let moonNodeTwo = itemPlate()
moonNodeTwo.position = SCNVector3(5, 3, 2)
earthNode.addChildNode(moonNodeTwo)
// Create orbiting moonOne
let moonNodeThree = itemPlate()
moonNodeThree.position = SCNVector3(-4, -3, 5)
earthNode.addChildNode(moonNodeThree)
// Scene formation
gameView = self.view as! SCNView
gameView.scene = scene
gameView.showsStatistics = true
gameView.allowsCameraControl = true
gameView.autoenablesDefaultLighting = true
gameView.defaultCameraController.interactionMode = .fly
gameView.defaultCameraController.inertiaEnabled = true
gameView.defaultCameraController.maximumVerticalAngle = 89
gameView.defaultCameraController.minimumVerticalAngle = -89
scene.background.contents = UIImage(named: "orangeBg.jpg")
}
override var prefersStatusBarHidden: Bool {
return true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let location = touch.location(in: gameView)
let hitList = gameView.hitTest(location, options: nil)
if let hitObject = hitList.first {
let node = hitObject.node
// Update camera position
//gameView.defaultCameraController.translateInCameraSpaceBy(x: node.position.x, y: node.position.y, z: node.position.z + 5)
let onScreenPoint:CGPoint = CGPoint(x: 1.0, y: 1.0)
let viewport:CGSize = CGSize(width: 50, height: 50)
gameView.defaultCameraController.dolly(by: 1.0, onScreenPoint: onScreenPoint, viewport: viewport)
//let newCameraPosition = SCNVector3Make(node.position.x, node.position.y, node.position.z + 10)
print("NODE_HIT_OBJECT_COORDS: \(node.position.x), \(node.position.y) \(node.position.y)")
//let moveToAction = SCNAction.move(by: newCameraPosition, duration: 1.0)
}
}
}

You can implement in your code a methodology like this (sorry, I used macOS project instead iOS, but it's almost the same):
func handleClick(_ gestureRecognizer: NSGestureRecognizer) {
let scnView = self.view as! SCNView
let p = gestureRecognizer.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
if hitResults.count > 0 {
let result = hitResults[0]
let nodePosition = result.node.position.z
var matrix = matrix_identity_float4x4
SCNTransaction.begin()
SCNTransaction.animationDuration = 1.5 // duration in seconds
matrix.columns.3.z = Float(nodePosition + 5.0)
scnView.pointOfView?.position.z = CGFloat(matrix.columns.3.z)
SCNTransaction.commit()
}
}
Or, as a second logical option, you can use SceneKit's constraints:
func handleClick(_ gestureRecognizer: NSGestureRecognizer) {
let scnView = self.view as! SCNView
let p = gestureRecognizer.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
if hitResults.count > 0 {
let result = hitResults[0]
let nodePosition = result.node
let constraint1 = SCNLookAtConstraint(target: nodePosition)
let constraint2 = SCNDistanceConstraint(target: nodePosition)
constraint2.minimumDistance = 5
constraint2.maximumDistance = 9
SCNTransaction.begin()
SCNTransaction.animationDuration = 1.5
scnView.pointOfView?.constraints = [constraint2, constraint1]
SCNTransaction.commit()
}
}
P.S. These two approaches ain't out-of-the-box solutions but rather hints on how to implement what you want to.

Related

How to detect touch on SKShapeNode in Video Sphere?

I use this simple code for playing 360 video. I need to add a point to the video - there is no problem with that. But how to track clicks on it? In this example, adding a point occurs in the viewDidLoad method.
I tried touchesBegan, but this method does not work. I really hope for your help
class ViewControllerTwo: UIViewController {
let motionManager = CMMotionManager()
let cameraNode = SCNNode()
var sphereNode: SCNNode!
#IBOutlet weak var sceneView: SCNView!
func createSphereNode(material: AnyObject?) -> SCNNode {
let sphere = SCNSphere(radius: 100.0)
sphere.segmentCount = 96
sphere.firstMaterial!.isDoubleSided = true
sphere.firstMaterial!.diffuse.contents = material
let sphereNode = SCNNode(geometry: sphere)
sphereNode.position = SCNVector3Make(0,0,0)
return sphereNode
}
func configureScene(node sphereNode: SCNNode) {
let scene = SCNScene()
sceneView.scene = scene
sceneView.showsStatistics = true
sceneView.allowsCameraControl = true
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3Make(0, 0, 0)
scene.rootNode.addChildNode(sphereNode)
scene.rootNode.addChildNode(cameraNode)
}
func startCameraTracking() {
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
motionManager.startDeviceMotionUpdates(to: .main) { [weak self] (data, error) in
guard let data = data else { return }
let attitude: CMAttitude = data.attitude
self?.cameraNode.eulerAngles = SCNVector3Make(Float(attitude.roll + Double.pi/2.0), -Float(attitude.yaw), -Float(attitude.pitch))
}
}
override func viewDidLoad() {
super.viewDidLoad()
let url = URL(fileURLWithPath: Bundle.main.path(forResource: "google-help-vr", ofType: "mp4")!)
let player = AVPlayer(url: url )
let videoNode = SKVideoNode(avPlayer: player)
let size = CGSize(width: 1025, height: 512)
videoNode.size = size
videoNode.position = CGPoint(x: size.width / 2, y: size.height / 2)
let spriteScene = SKScene(size: size)
spriteScene.addChild(videoNode)
// How to detect when tapped?
let circ = SKShapeNode(rectOf: CGSize(width: 50, height: 50), cornerRadius: 25)
circ.fillColor = .red
circ.isUserInteractionEnabled = true
videoNode.addChild(circ)
sphereNode = createSphereNode(material:spriteScene)
configureScene(node: sphereNode)
guard motionManager.isDeviceMotionAvailable else {
return
}
startCameraTracking()
player.play()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
sceneView.play(self)
}
}
I did a self class for the object SKShapeNode, in order to track clicks through the touchesBegan method. But all without success
You can use a UITapGesture recognizer to get the 2D point then use SCNSceneRenderer .hitTest(_:options:) to get all of the possible intersections along that ray. Note that the method is on the SCNSceneRenderer protocol, which SCNView conforms to so you may have missed it in the SCNView documentation.
#IBAction func tap(_ recognizer: UITapGestureRecognizer) {
let location = recognizer.location(in: sceneView)
if let firstResult = sceneView.hitTest(location, options: nil).first,
//Do stuff with firstResult here
}

iOS 11 ARKit : Drag Object in 3D View

I have a node object in 3d view and i need to drag that object,
So far i have tried from here : Placing, Dragging and Removing SCNNodes in ARKit
and converted in swift
#objc func handleDragGesture(_ gestureRecognizer: UIGestureRecognizer) {
let tapPoint = gestureRecognizer.location(in: self.sceneView)
switch gestureRecognizer.state {
case .began:
print("Object began to move")
let hitResults = self.sceneView.hitTest(tapPoint, options: nil)
if hitResults.isEmpty { return }
let hitResult = hitResults.first
if let node = hitResult?.node.parent?.parent?.parent {
self.photoNode = node
}
case .changed:
print("Moving object position changed")
if let _ = self.photoNode {
let hitResults = self.sceneView.hitTest(tapPoint, types: .featurePoint)
let hitResult = hitResults.last
if let transform = hitResult?.worldTransform {
let matrix = SCNMatrix4FromMat4(transform)
let vector = SCNVector3Make(matrix.m41, matrix.m42, matrix.m43)
self.photoNode?.position = vector
}
}
case .ended:
print("Done moving object")
default:
break
}
}
but it is not working properly. what is the correct way to do?
You can do this using panGestureRecongniser... see basic swift Playground code for handling a SCNNode.
import UIKit
import ARKit
import SceneKit
import PlaygroundSupport
public var textNode : SCNNode?
// Main ARKIT ViewController
class ViewController : UIViewController, ARSCNViewDelegate, ARSessionDelegate {
var textNode: SCNNode!
var counter = 0
#IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
// set the views delegate
sceneView.delegate = self as! ARSCNViewDelegate
// show statistics such as fps and timing information
sceneView.showsStatistics = true
// Create a new scene
sceneView.scene.rootNode
// Add ligthing
sceneView.autoenablesDefaultLighting = true
let text = SCNText(string: "Drag Me with Pan Gesture!", extrusionDepth: 1)
// create material
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
text.materials = [material]
//Create Node object
textNode = SCNNode()
textNode.name = "textNode"
textNode.scale = SCNVector3(x:0.004,y:0.004,z:0.004)
textNode.geometry = text
textNode.position = SCNVector3(x: 0, y:0.02, z: -1)
// add new node to root node
self.sceneView.scene.rootNode.addChildNode(textNode)
// Add pan gesture for dragging the textNode about
sceneView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(panGesture(_:))))
}
override func loadView() {
sceneView = ARSCNView(frame:CGRect(x: 0.0, y: 0.0, width: 500.0, height: 600.0))
// Set the view's delegate
sceneView.delegate = self
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal
// Now we'll get messages when planes were detected...
sceneView.session.delegate = self
self.view = sceneView
sceneView.session.run(config)
}
#objc func panGesture(_ gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
textNode.position = position
}
}
PlaygroundPage.current.liveView = ViewController()
PlaygroundPage.current.needsIndefiniteExecution = true
EDIT:
The above drag function only worked if you had 1 object in the view, so it was not really necessary to hit the node to start dragging. It will just drag from where ever you tapped on the screen. If you have multiple objects in the view, and you want to drag nodes independently. You could change the panGesture function to the following, detect each node tapped first:
// drags nodes independently
#objc func panGesture(_ gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let hits = self.sceneView.hitTest(gesture.location(in: gesture.view), options: nil)
if let tappedNode = hits.first?.node {
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
tappedNode.position = position
}
}
REF: https://stackoverflow.com/a/48220751/5589073
This code works for me
private func drag(sender: UIPanGestureRecognizer) {
switch sender.state {
case .began:
let location = sender.location(in: self.sceneView)
guard let hitNodeResult = self.sceneView.hitTest(location,
options: nil).first else { return }
self.PCoordx = hitNodeResult.worldCoordinates.x
self.PCoordy = hitNodeResult.worldCoordinates.y
self.PCoordz = hitNodeResult.worldCoordinates.z
case .changed:
// when you start to pan in screen with your finger
// hittest gives new coordinates of touched location in sceneView
// coord-pcoord gives distance to move or distance paned in sceneview
let hitNode = sceneView.hitTest(sender.location(in: sceneView), options: nil)
if let coordx = hitNode.first?.worldCoordinates.x,
let coordy = hitNode.first?.worldCoordinates.y,
let coordz = hitNode.first?.worldCoordinates.z {
let action = SCNAction.moveBy(x: CGFloat(coordx - self.PCoordx),
y: CGFloat(coordy - self.PCoordy),
z: CGFloat(coordz - self.PCoordz),
duration: 0.0)
self.photoNode.runAction(action)
self.PCoordx = coordx
self.PCoordy = coordy
self.PCoordz = coordz
}
sender.setTranslation(CGPoint.zero, in: self.sceneView)
case .ended:
self.PCoordx = 0.0
self.PCoordy = 0.0
self.PCoordz = 0.0
default:
break
}
}

SceneKit: Hit test not work with billboarded quads

I made billboarded quads using SceneKit.
The cameraNode is synchronized with UIDeviceMotion, and the billboard nodes are appearing as I expected.
The thing is, I want these nodes to be called when I tap it.
For this, I used UITapGestureRecognizer with hitTest.
Here is some of my code.
// ==== in viewDidLoad
// initialize tap gesture
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(onNodeTapped))
sceneView.addGestureRecognizer(tapGesture)
// initialize scenekit.scene
let scene = SCNScene()
scene.rootNode.addChildNode(cameraNode)
scene.rootNode.addChildNode(worldNode)
sceneView.scene = scene
sceneView.autoenablesDefaultLighting = true
sceneView.pointOfView = cameraNode
And this is the tap handler
func onNodeTapped(_ gestureRecognize: UIGestureRecognizer) {
let location = gestureRecognize.location(in: sceneView) // <---- updated
let hitResults = sceneView.hitTest(location, options: nil)
for result in hitResults {
// FOR_TEST: hit test visualization
if let material = result.node.geometry?.materials.first {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
material.emission.contents = UIColor.black
SCNTransaction.commit()
}
material.emission.contents = UIColor.red
SCNTransaction.commit()
}
// target tap event handling
if let target = (result.node as? TargetNode)?.target {
if onTargetTapped(target) {
return
}
}
}
}
This code works very rarly. What I mean is the visualization part respond only 1 out of 20 times, and the onTargetTapped is called only 1 out of 100...
The weired thing is the targeting is fine, which means this is not the coordinate problem.
I found something related to SCNHitTestOption.categoryBitMask, but it didn't help at all.
Also, when I open this Scenview, this error message appears on the console.
"[SceneKit] Error: error in _C3DUnProjectPoints"
Maybe this message is related to the hitTest malfunctioning?
Updated
This code is for building billboard SCNGeometry and SCNNode
override func initializeGeometry() -> SCNGeometry {
let geometry = SCNPlane(width: width, height: height)
let material = geometry.materials.first
material?.diffuse.contents = initializeTexture()
material?.writesToDepthBuffer = false
material?.readsFromDepthBuffer = false
return geometry
}
// ==== building node
node = SCNNode()
node.geometry = initializeGeometry()
node.categoryBitMask = MyConstraints.targetNodeHitTestCategoryBitMask
node.constraints = [SCNBillboardConstraint()]
You're retrieving the tap coordinates in annotationsDisplayView, but then passing those coordinates to sceneView for the hit test lookup. Unless those views are precisely on top of each other, you'll get a mismatch.
I think you want
let location = gestureRecognize.location(in: sceneView)
instead.
I was curious whether the hit test would use the rotated version of the billboard. I confirmed that it does. Here's a working (Mac) sample.
In the SCNView subclass:
override func mouseDown(with theEvent: NSEvent) {
/* Called when a mouse click occurs */
// check what nodes are clicked
let p = self.convert(theEvent.locationInWindow, from: nil)
let hitResults = self.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
Swift.print("hit me")
}
for result in hitResults {
Swift.print(result.node.name)
// get its material
let material = result.node.geometry!.firstMaterial!
// highlight it
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
// on completion - unhighlight
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
material.emission.contents = NSColor.black
SCNTransaction.commit()
}
material.emission.contents = NSColor.yellow
SCNTransaction.commit()
}
super.mouseDown(with: theEvent)
}
And in the view controller:
override func awakeFromNib(){
super.awakeFromNib()
// create a new scene
let scene = SCNScene()
let side = CGFloat(2.0)
let quad1 = SCNNode.init(geometry: SCNPlane(width: side, height: side))
quad1.name = "green"
quad1.geometry?.firstMaterial?.diffuse.contents = NSColor.green
let quad2 = SCNNode.init(geometry: SCNPlane(width: side, height: side))
quad2.name = "red"
quad2.geometry?.firstMaterial?.diffuse.contents = NSColor.red
let quad3 = SCNNode.init(geometry: SCNPlane(width: side, height: side))
quad3.name = "blue"
quad3.geometry?.firstMaterial?.diffuse.contents = NSColor.blue
scene.rootNode.addChildNode(quad1)
scene.rootNode.addChildNode(quad2)
scene.rootNode.addChildNode(quad3)
let rotation = CGFloat(M_PI_2) * 0.9
quad1.position.y = side/2
quad1.eulerAngles.y = rotation
quad2.position.x = side/2
quad2.eulerAngles.x = rotation
// comment out these constraints to verify that they matter
quad1.constraints = [SCNBillboardConstraint()]
quad2.constraints = [SCNBillboardConstraint()]
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = .omni
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 = .ambient
ambientLightNode.light!.color = NSColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
// set the scene to the view
self.gameView!.scene = scene
// allows the user to manipulate the camera
self.gameView!.allowsCameraControl = true
// show statistics such as fps and timing information
self.gameView!.showsStatistics = true
// configure the view
self.gameView!.backgroundColor = NSColor.black
}
Hit testing should work whether your node is billboard constrained or not. It does for me.
override func viewDidLoad() {
self.sceneView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(tap(_:))))
...
}
#objc func tap(_ recognizer: UITapGestureRecognizer) {
let loc = recognizer.location(in: self.sceneView)
if let hit = self.sceneView.hitTest(loc) {
...
}
}

SCNNode releasing children with altered transform and pivot properties

I'm dealing with children nodes with pivot and position that have been altered. I found a lot of SCNNode transformation topics, but it seems none of them represent my situation.
I have six balls : (can't post more than 2 links, image is at i.stack.imgur.com/v3Lc4.png )
And I select the top four of them, adjust the pivot, adjust the position (to counter the pivot translation effect), and rotate. This is the code I use :
//core code
let fourBalls = SCNNode()
for i in 1...4
{
let ball = scene.rootNode.childNode(withName: "b" + String(i), recursively: false)!
ball.removeFromParentNode()
fourBalls.addChildNode(ball)
}
scene.rootNode.addChildNode(fourBalls)
//adjust the pivot of the fourBalls node
fourBalls.pivot = SCNMatrix4MakeTranslation(-1.5, 0.5, -5)
//fix the position
fourBalls.position = SCNVector3Make(-1.5, 0.5, -5)
//rotate
let action = SCNAction.rotateBy(x: 0, y: 0, z: CGFloat(M_PI_2), duration: 2)
fourBalls.run(action)
It did the job well :
Now, I need to release back the fourBalls child nodes into the rootNode, I use this code which I put as completion block :
//core problem
//how to release the node with the transform?
for node in fourBalls.childNodes
{ node.transform = node.worldTransform
node.removeFromParentNode()
self.scene.rootNode.addChildNode(node)
}
And here comes the problem, I released them wrongly :
So my question is, how to release the children nodes to the rootNode with correct pivot, position, and transform properties?
Here is my full GameViewController.swift for you who want to try :
import SceneKit
class GameViewController: UIViewController {
let scene = SCNScene()
override func viewDidLoad() {
super.viewDidLoad()
let ball1 = SCNSphere(radius: 0.4)
let ball2 = SCNSphere(radius: 0.4)
let ball3 = SCNSphere(radius: 0.4)
let ball4 = SCNSphere(radius: 0.4)
let ball5 = SCNSphere(radius: 0.4)
let ball6 = SCNSphere(radius: 0.4)
ball1.firstMaterial?.diffuse.contents = UIColor.purple()
ball2.firstMaterial?.diffuse.contents = UIColor.white()
ball3.firstMaterial?.diffuse.contents = UIColor.cyan()
ball4.firstMaterial?.diffuse.contents = UIColor.green()
ball5.firstMaterial?.diffuse.contents = UIColor.black()
ball6.firstMaterial?.diffuse.contents = UIColor.blue()
let B1 = SCNNode(geometry: ball1)
B1.position = SCNVector3(x:-2,y:1,z:-5)
scene.rootNode.addChildNode(B1)
B1.name = "b1"
let B2 = SCNNode(geometry: ball2)
B2.position = SCNVector3(x:-1,y:1,z:-5)
scene.rootNode.addChildNode(B2)
B2.name = "b2"
let B3 = SCNNode(geometry: ball3)
B3.position = SCNVector3(x:-2,y:0,z:-5)
scene.rootNode.addChildNode(B3)
B3.name = "b3"
let B4 = SCNNode(geometry: ball4)
B4.position = SCNVector3(x:-1,y:0,z:-5)
scene.rootNode.addChildNode(B4)
B4.name = "b4"
let B5 = SCNNode(geometry: ball5)
B5.position = SCNVector3(x:-2,y:-1,z:-5)
scene.rootNode.addChildNode(B5)
B5.name = "b5"
let B6 = SCNNode(geometry: ball6)
B6.position = SCNVector3(x:-1,y:-1,z:-5)
scene.rootNode.addChildNode(B6)
B6.name = "b6"
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3Make(-1.5,0,2)
scene.rootNode.addChildNode(cameraNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.yellow()
scene.rootNode.addChildNode(ambientLightNode)
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = false
scnView.backgroundColor = UIColor.orange()
//core code
let fourBalls = SCNNode()
for i in 1...4
{
let ball = scene.rootNode.childNode(withName: "b" + String(i), recursively: false)!
ball.removeFromParentNode()
fourBalls.addChildNode(ball)
}
scene.rootNode.addChildNode(fourBalls)
//adjust the pivot of the fourBalls node
fourBalls.pivot = SCNMatrix4MakeTranslation(-1.5, 0.5, -5)
//fix the position
fourBalls.position = SCNVector3Make(-1.5, 0.5, -5)
//rotate
let action = SCNAction.rotateBy(x: 0, y: 0, z: CGFloat(M_PI_2), duration: 2)
fourBalls.run(action, completionHandler:
{
//core problem
for node in fourBalls.childNodes
{
node.transform = node.worldTransform
node.removeFromParentNode()
self.scene.rootNode.addChildNode(node)
}
})
}
override func shouldAutorotate() -> Bool {
return true
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.current().userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
SCNActions update the presentation tree directly, not the model tree, this is probably best explained in the 2014 WWDC video (skip to 16:38). What this means is that throughout the animation the current transform for each of the animating nodes is only available from the presentationNode. Your code works if we get the transform from here instead.
Apologies for the Swift 2 backport...
//rotate
let action = SCNAction.rotateByX(0, y: 0, z: CGFloat(M_PI_2), duration: 2)
fourBalls.runAction(action, completionHandler: {
//core problem
for node in fourBalls.childNodes
{
node.transform = node.presentationNode.worldTransform
node.removeFromParentNode()
self.scene.rootNode.addChildNode(node)
}
})
TBH I was expecting node.worldTransform == node.presentationNode.worldTransform when it got to the completion handler.

JoyStick only moves when Camera Controls = true Xcode, SWIFT, SpriteKit, SceneKit

Hey I have a 3D game thats not really a game yet. But it has a SceneKit 3D scene and a overlayskscene for the HUD/Controls. the "base" is the base of the joystick and the ball is the handle the problem is that the joystick does not move at all unless the scnView.allowsCameraControl = true. I find that weird. and this is my entire view controller code so nothings left out and if you want you can literally copy and paste it into Xcode to see what I'm talking about. Any help?
Code:
import iAd
import UIKit
import GameKit
import SceneKit
import StoreKit
import SpriteKit
import QuartzCore
import Foundation
import AVFoundation
import AudioToolbox
class GameViewController: UIViewController, ADBannerViewDelegate, SKPhysicsContactDelegate, SKSceneDelegate, SCNSceneRendererDelegate, SCNPhysicsContactDelegate{
var stickActive:Bool = false
let base = SKSpriteNode(imageNamed:"VirtualJoystickBase")
let ball = SKSpriteNode(imageNamed:"VirtualJoyStickHandle")
let ship = SKSpriteNode(imageNamed:"Ship")
var ButtonA = SKSpriteNode(imageNamed:"GreenAButton")
var ButtonO = SKSpriteNode(imageNamed:"CircleButton")
var ButtonY = SKSpriteNode(imageNamed:"YellowYButton")
var ButtonSquare = SKSpriteNode(imageNamed:"BlueSquareButton")
let FieldScene = SCNScene(named: "art.scnassets/TesingCampusField.dae")!
let GuyScene = SCNScene(named: "art.scnassets/Guy.dae")!
let overlayScene = SKScene(size: CGSizeMake(100, 100))
override func viewDidLoad() {
super.viewDidLoad()
let scnView = self.view as! SCNView
scnView.overlaySKScene = overlayScene
scnView.backgroundColor = UIColor.whiteColor()
scnView.scene = FieldScene
scnView.delegate = self
scnView.overlaySKScene!.delegate = self
scnView.overlaySKScene!.anchorPoint = CGPointMake(0, 0)
scnView.overlaySKScene!.physicsWorld.contactDelegate = self
scnView.overlaySKScene!.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
scnView.allowsCameraControl = true
scnView.showsStatistics = false
let Guy1: SCNNode = GuyScene.rootNode.childNodeWithName("Bob_014", recursively: true)!
FieldScene.rootNode.addChildNode(Guy1)
//----Positioning-the-Base-of-the-Joystick-----------
base.size = CGSize(width: 14, height: 24)
base.position = CGPointMake(15, 19)
base.zPosition = 0
overlayScene.addChild(base)
//----Positing-the-Ball/Joystick-----------
ball.size = CGSize(width: 10, height: 17)
ball.position = base.position
ball.zPosition = 1
overlayScene.addChild(ball)
//----A-Button--Creation -------------------
ButtonA.size = CGSize(width: 6, height: 9)
ButtonA.anchorPoint = CGPointMake(-13.3, -0.5)
ButtonA.zPosition = 0
overlayScene.addChild(ButtonA)
//----B-Button--Creation -------------------
ButtonO.size = CGSize(width: 6, height: 9)
ButtonO.anchorPoint = CGPointMake(-14.4, -1.7)
ButtonO.zPosition = 0
overlayScene.addChild(ButtonO)
//----C-Button--Creation -------------------
ButtonSquare.size = CGSize(width: 6, height: 9)
ButtonSquare.anchorPoint = CGPointMake(-12.2, -1.7)
ButtonSquare.zPosition = 0
overlayScene.addChild(ButtonSquare)
//----C-Button--Creation -------------------
ButtonY.size = CGSize(width: 6, height: 9)
ButtonY.anchorPoint = CGPointMake(-13.3, -2.7)
ButtonY.zPosition = 0
overlayScene.addChild(ButtonY)
//---Setting-Up-Ships-Position/PhysicsBody---------------------
ship.position = CGPointMake(0, 100)
ship.size = CGSize(width: 80, height: 80)
ship.physicsBody?.dynamic = true
ship.physicsBody?.allowsRotation = true
ship.physicsBody?.affectedByGravity = true
ship.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ship"), size: ship.size)
ship.physicsBody!.friction = 0
ship.physicsBody!.restitution = 0
ship.physicsBody!.linearDamping = 0
ship.physicsBody!.angularDamping = 0
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
GuyScene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 5, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
FieldScene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
FieldScene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
}
func YButtonPressed() {
let YButtonPressed = SKTexture(imageNamed: "YellowYButtonPressed")
let OrignalButtonY = SKTexture(imageNamed:"YellowYButton")
let YButtonPressedAnimation = SKAction.animateWithTextures([YButtonPressed, OrignalButtonY], timePerFrame: 0.2)
let RunYButtonPressedAnimation = SKAction.repeatAction(YButtonPressedAnimation, count: 1)
ButtonY.runAction(RunYButtonPressedAnimation)
}
func OButtonPressed() {
let OButtonPressed = SKTexture(imageNamed: "CircleButtonPressed")
let OrignalButtonO = SKTexture(imageNamed:"CircleButton")
let OButtonPressedAnimation = SKAction.animateWithTextures([OButtonPressed, OrignalButtonO], timePerFrame: 0.2)
let RunOButtonPressedAnimation = SKAction.repeatAction(OButtonPressedAnimation, count: 1)
ButtonO.runAction(RunOButtonPressedAnimation)
}
func SquareButtonPressed() {
let SquareButtonPressed = SKTexture(imageNamed: "BlueSquareButtonPressed")
let OrignalButtonSquare = SKTexture(imageNamed:"BlueSquareButton")
let SquareButtonPressedAnimation = SKAction.animateWithTextures([SquareButtonPressed, OrignalButtonSquare], timePerFrame: 0.2)
let RunSquareButtonPressedAnimation = SKAction.repeatAction(SquareButtonPressedAnimation, count: 1)
ButtonSquare.runAction(RunSquareButtonPressedAnimation)
}
func AButtonPressed() {
let AButtonPressed = SKTexture(imageNamed: "GreenAButtonPressed")
let OrignalButtonA = SKTexture(imageNamed:"GreenAButton")
let AButtonPressedAnimation = SKAction.animateWithTextures([AButtonPressed, OrignalButtonA], timePerFrame: 0.2)
let RunAButtonPressedAnimation = SKAction.repeatAction(AButtonPressedAnimation, count: 1)
ButtonA.runAction(RunAButtonPressedAnimation)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if (CGRectContainsPoint(base.frame, location)) {
print("stickActive = true")
stickActive = true
} else {
print("stickActive = false")
stickActive = false
}
}
for touch: AnyObject in touches {
let location1 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location1) == self.ButtonA {
AButtonPressed()
print("AButtonPressed")
}
}
for touch: AnyObject in touches {
let location2 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location2) == self.ButtonO {
OButtonPressed()
print("OButtonPressed")
}
}
for touch: AnyObject in touches {
let location3 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location3) == self.ButtonY {
YButtonPressed()
print("YButtonPressed")
}
}
for touch: AnyObject in touches {
let location4 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location4) == self.ButtonSquare {
SquareButtonPressed()
print("SquarButtonPressed")
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location) == self.ball {
if (stickActive == true) {
let v = CGVector(dx: location.x - base.position.x, dy: location.y - base.position.y)
let angle = atan2(v.dy, v.dx)
//println( deg + 180)
let length:CGFloat = base.frame.size.height / 2
let xDist:CGFloat = sin(angle - 1.57879633) * length
let yDist:CGFloat = cos(angle - 1.57879633) * length
if (CGRectContainsPoint(base.frame, location)) {
ball.position = location
} else {
ball.position = CGPointMake( base.position.x - xDist, base.position.y + yDist)
}
ship.zRotation = angle - 1.57879633
let calcRotation : Float = Float(angle - 1.57879633) + Float(M_PI_2);
let intensity : CGFloat = 200.0 // put your value
let xVelocity = intensity * CGFloat(cosf(calcRotation))
let yVelocity = intensity * CGFloat(sinf(calcRotation))
let vector : CGVector = CGVectorMake(xVelocity, yVelocity)
//Apply force to spaceship
ship.physicsBody?.applyForce(vector)
// ends stackActive
}
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location) == self.ball {
if (stickActive == true) {
let move:SKAction = SKAction.moveTo(base.position, duration: 0.05)
move.timingMode = .EaseOut
ball.runAction(move)
}
}
}
}
//====================================================================
override func shouldAutorotate() -> Bool {
return true
}
//====================================================================
override func prefersStatusBarHidden() -> Bool {
return true
}
//====================================================================
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
//====================================================================
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
there's an issue in SceneKit where the SpriteKit overlay isn't automatically redrawn when changes are made in the 2D scene but the 3D scene is left untouched. In other words, the 2D overlay is only redrawn when the 3D view needs to be redrawn.
You can set the playing property of the SCNView to YES to fix this. Alternatively you can call -setNeedsDisplay whenever you make a change to the overlay scene.

Resources