iOS ARKit + SceneKit physics contact detection scaling issue - ios

I have a simple 3d area that contains 4 walls, each is a SCNNode with a simple SCNBox geometry, of rectangular shape, and matching SCNPhysicsBody attached. The SCNPhysicsBody uses a SCNPhysicsShape.ShapeType.boundingBox, and is set to static type. Here is a code snippet:
let size = (self.levelNode.boundingBox.max - self.levelNode.boundingBox.min) * self.levelNode.scale
//x //z
let geometryA = SCNBox(width: CGFloat(size.x), height: CGFloat(1 * self.levelNode.scale.x), length: 0.01, chamferRadius: 0)
let geometryB = SCNBox(width: CGFloat(size.z), height: CGFloat(1 * self.levelNode.scale.x), length: 0.01, chamferRadius: 0)
geometryA.firstMaterial?.diffuse.contents = UIColor(red: 0.0, green: 0.2, blue: 1.0, alpha: 0.65)
geometryB.firstMaterial?.diffuse.contents = UIColor(red: 0.0, green: 0.2, blue: 1.0, alpha: 0.65)
let nodeA = SCNNode(geometry: geometryA)
nodeA.position += self.levelNode.position
nodeA.position += SCNVector3(0, 0.25 * self.levelNode.scale.y, -size.z/2)
nodeA.name = "Boundary-01"
let nodeB = SCNNode(geometry: geometryA)
nodeB.position += self.levelNode.position
nodeB.position += SCNVector3(0, 0.25 * self.levelNode.scale.y, size.z/2)
nodeB.name = "Boundary-03"
let nodeC = SCNNode(geometry: geometryB)
nodeC.position += self.levelNode.position
nodeC.position += SCNVector3(-size.x/2, 0.25 * self.levelNode.scale.y, 0)
nodeC.eulerAngles = SCNVector3(0, -Float.pi/2, 0)
nodeC.name = "Boundary-02"
let nodeD = SCNNode(geometry: geometryB)
nodeD.position += self.levelNode.position
nodeD.position += SCNVector3(size.x/2, 0.25 * self.levelNode.scale.y, 0)
nodeD.eulerAngles = SCNVector3(0, Float.pi/2, 0)
nodeD.name = "Boundary-04"
let nodes = [nodeA, nodeB, nodeC, nodeD]
for node in nodes {
//
let shape = SCNPhysicsShape(geometry: node.geometry!, options: [
SCNPhysicsShape.Option.type : SCNPhysicsShape.ShapeType.boundingBox])
let body = SCNPhysicsBody(type: .static, shape: shape)
node.physicsBody = body
node.physicsBody?.isAffectedByGravity = false
node.physicsBody?.categoryBitMask = Bitmask.boundary.rawValue
node.physicsBody?.contactTestBitMask = Bitmask.edge.rawValue
node.physicsBody?.collisionBitMask = 0
scene.rootNode.addChildNode(node)
node.physicsBody?.resetTransform()
}
Inside this area, I spawn entities at a regular time interval. Each also has a SCNBox geometry, that is a cube shape this time, smaller than the walls, and same parameters for the physics body as above.
To simplify the behaviour of my entities inside this game area, I am calculating their paths to travel, then applying a SCNAction to the relevant node to move them. The SCNAction moves both the node and physics body attached to it.
I am using the SCNPhysicsWorld contact delegate to detect when an entity reaches one of the boundary walls. I then calculate a random trajectory for it from that wall in another direction, clear its actions, and apply a new move SCNAction.
This is where it gets interesting...
When this 'world' is at 1:1 scale. The contacts are detected as normal both in a standard SCNScene, and a scene projected using ARKit. The visible contact, i.e. the visible change in direction of the entity appears to be close to the boundary as expected. When I check the contact.penetrationDistance of each contact their values are e.g. 0.00294602662324905.
BUT when I change the scale of this 'world' to something smaller, say the equivalent of 10cm width, in ARKit, the simulation falls apart.
The contacts between an entity and a boundary node have a comparatively huge visible gap between them when the contact is detected. Yet the contact.penetrationDistance is of the same magnitude as before.
I switched on the ARSCNView debug options to show the physics shapes in the render, and they all appear to be the correct proportions, matching the bounding box of their node.
As you can see from the code example above, the boundary nodes are generated after I have scaled the level, during my AR user setup. They are added to the root node of the scene, not as a child of the level node. The same code is being used to generate the entities.
Previously I had tried using the resetTransform() function on the physics bodies but this did not produce a reliable scaling of the physics bodies, after I had scaled the level, so I decided to generate the nodes for the boundaries and entities after the level has been scaled.
In Apple's documentation, it does state that if the SCNPhysicsBody is not a custom shape, that it will adopt the scale of the node geometry applied to it. I am not affected by this as I am generating the geometries and their respective nodes, after the scaling has been applied to the level.
One of assumptions at the moment is that the physics simulation falls apart at such a small scale. But I am not relying on the simulation of forces to move the bodies ...
Is there a more appropriate way to scale the physics world?
Or, am I staring a bug in the SCNPhysicsWorld, that is something beyond my control, at the moment.
One solution I did think about was to run the entire simulation at 1:1 scale but hidden, then apply those movements to the smaller entities. As you can imagine, that will affect the performance of the entire scene...

The penetration distance of the first contact is a negative value, suggesting there is a gap. This gap does not appear to scale as you scale down the size of the simulation.
As a way to resolve the above excess, I have implemented an additional check on the contacts in the Contact Delegate to not take the first contact detected for a particular category, but rather ensure the penetrationDistance value is positive, so ensuring that there is overlap between the two objects, before triggering a change in direction of the entity which connected with a boundary.

Related

Align a SceneKit Plane to Face of cube

I have created a scnbox in SceneKit and am trying to add a circular plane on the face that is touched by the user.
I can add the SCNPlane as a child node at the touch point using the hittest but I’m struggling to orient the plane to the face that was touched.
The localnormal vector provided as part of hit test seems to be what I need but I’m nit sure how to use it. Normally I would orient using the EulerAngles property but localnormal looks to be a vector. I tried Look(at:) which takes a vector3 but that didn’t seem to work.
Any suggestions would be gratefully received. Code sample below which is taken from touchesBegan. "result" is the SCNHitTestResult:
//Draw circular plane, double sided
let circle = SCNPlane(width: 0.1, height: 0.1) //SCNSphere(radius: 0.1)
circle.cornerRadius = 0.5
circle.materials.first?.diffuse.contents = UIColor.black
circle.materials.first?.isDoubleSided = true
let circleNode = SCNNode(geometry: circle)
//Set position to hit test
circleNode.position = result.localCoordinates
let lookAtPoint = SCNVector3(result.localNormal.x * 100, result.localNormal.y * 100, result.localNormal.z * 100)
//Align to far point on normal
circleNode.look(at: lookAtPoint)
//Add to touched node
result.node.addChildNode(circleNode)

Position SCNNode in front of camera with just one axis of rotation

I'm trying to make an ARKit application where an SCNNode, in this case a box, is placed in front of the camera, facing the camera. As the user moves the camera around, objects are placed when a certain distance has been moved. This would leave you with a series of nodes facing the camera in a line, equally spaced.
I have this working to a certain extent, but my problem is with the rotation. I'm currently taking all axes of rotation, so as the user re-orients their phone, the rotation of the node matches. I want to restrict this to just the rotation around the y-axis. The ideal outcome is a domino-trail like look, with all the objects having the same x and z rotations, but potentially different y rotations.
I hope I've explained this clearly enough!
Here's the code I'm currently using:
func createNode(fromCameraTransform cameraTransform: matrix_float4x4) -> SCNNode {
let geometry = SCNBox(width: 0.02, height: 0.04, length: 0.01, chamferRadius: 0)
let physicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: geometry))
physicsBody.mass = 1000
let node = SCNNode(geometry: geometry)
node.physicsBody = physicsBody
var translationMatrix = matrix_identity_float4x4
translationMatrix.columns.3.x = 0.05 // Moves the node down in world space
translationMatrix.columns.3.z = -0.1 // Moves the object away from the camera
node.simdTransform = simd_mul(cameraTransform, translationMatrix)
return node
}
I've tried different combinations of extracting values from the second column of the cameraTransform and setting them as eulerAngles, rotation and simdRotation, but to no avail.
I've also tried extracting values from the pointOfView of the current sceneView and assigning them to the same values as listed above, but again, no luck.
Any help would greatly appreciated!
I know a little bit about this, but am really just starting out with SceneKit and 3D transformations/matrices so be gentle with me!
I think I know what your trying to do, basically automatically drop each new domino so its evenly spaced following the camera.pointOfView trail.
You can update the new nodes euler angles y-axis to the same as the cameras pointofView eularAngles.y. So as you move the camera around the next node you are placing is always facing towards the camera (only rotating around the y-axis).
The renderer function updateAtTime below gets called everytime
the camera moves
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
// You set the camera’s pointOfView’s eularAngle for y-xis to the node you are
about to place.
node.eulerAngles.y = (sceneView.pointOfView?.eulerAngles.y)!
I had this working in a playground so it does work.
Edit: This solution above angle was having a gimbal lock problem (as you went around in a circle in would reset its angle back to the axis.
So I found this approach using SCNBillboardConstraint works without experiencing the gimbal lock problem as you go around in circle.
let yFreeConstraint = SCNBillboardConstraint()
yFreeConstraint.freeAxes = .Y
node.constraints = [yFreeConstraint]
node.eulerAngles = node.presentation.eulerAngles
node.position = position

SceneKit: Make blocks more lifelike or 3D-like

The code below is used to create a scene and create blocks in SceneKit. The blocks come out looking flat and not "3D enough" according to our users. Screenshots 1-2 show our app.
Screenshots 3-5 show what users expect the blocks to look like, that is more 3D-like.
After speaking to different people, there are different opinions about how to render blocks that look more like screenshots 3-5. Some people say use ambient occlusion, others say voxel lighting, some say use spot lighting and use shadows, or directional lighting.
We previously tried adding omni lighting, but that didn't work so it was removed. As you can see in the code, we also experimented with an ambient light node but that also didn't yield the right results.
What is the best way to render our blocks and achieve a comparable look to screenshots 3-5?
Note: we understand the code is not optimized for performance, i.e., that polygons are shown that should not be shown. That is okay. The focus is not on performance but rather on achieving more 3D-like rendering. You can assume some hard limit on nodes, like no more than 1K or 10K in a scene.
Code:
func createScene() {
// Set scene view
let scene = SCNScene()
sceneView.jitteringEnabled = true
sceneView.scene = scene
// Add camera node
sceneView.pointOfView = cameraNode
// Make delegate to capture screenshots
sceneView.delegate = self
// Set ambient lighting
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor(white: 0.50, alpha: 1.0)
//scene.rootNode.addChildNode(ambientLightNode)
//sceneView.autoenablesDefaultLighting = true
// Set floor
setFloor()
// Set sky
setSky()
// Set initial position for user node
userNode.position = SCNVector3(x: 0, y: Float(CameraMinY), z: Float(CameraZoom))
// Add user node
scene.rootNode.addChildNode(userNode)
// Add camera to user node
// zNear fixes white triangle bug while zFar fixes white line bug
cameraNode.camera = SCNCamera()
cameraNode.camera!.zNear = Double(0.1)
cameraNode.camera!.zFar = Double(Int.max)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 0) //EB: Add some offset to represent the head
userNode.addChildNode(cameraNode)
}
private func setFloor() {
// Create floor geometry
let floorImage = UIImage(named: "FloorBG")!
let floor = SCNFloor()
floor.reflectionFalloffEnd = 0
floor.reflectivity = 0
floor.firstMaterial!.diffuse.contents = floorImage
floor.firstMaterial!.diffuse.contentsTransform = SCNMatrix4MakeScale(Float(floorImage.size.width)/2, Float(floorImage.size.height)/2, 1)
floor.firstMaterial!.locksAmbientWithDiffuse = true
floor.firstMaterial!.diffuse.wrapS = .Repeat
floor.firstMaterial!.diffuse.wrapT = .Repeat
floor.firstMaterial!.diffuse.mipFilter = .Linear
// Set node & physics
// -- Must set y-position to 0.5 so blocks are flush with floor
floorLayer = SCNNode(geometry: floor)
floorLayer.position.y = -0.5
let floorShape = SCNPhysicsShape(geometry: floor, options: nil)
let floorBody = SCNPhysicsBody(type: .Static, shape: floorShape)
floorLayer.physicsBody = floorBody
floorLayer.physicsBody!.restitution = 1.0
// Add to scene
sceneView.scene!.rootNode.addChildNode(floorLayer)
}
private func setSky() {
// Create sky geometry
let sky = SCNFloor()
sky.reflectionFalloffEnd = 0
sky.reflectivity = 0
sky.firstMaterial!.diffuse.contents = SkyColor
sky.firstMaterial!.doubleSided = true
sky.firstMaterial!.locksAmbientWithDiffuse = true
sky.firstMaterial!.diffuse.wrapS = .Repeat
sky.firstMaterial!.diffuse.wrapT = .Repeat
sky.firstMaterial!.diffuse.mipFilter = .Linear
sky.firstMaterial!.diffuse.contentsTransform = SCNMatrix4MakeScale(Float(2), Float(2), 1);
// Set node & physics
skyLayer = SCNNode(geometry: sky)
let skyShape = SCNPhysicsShape(geometry: sky, options: nil)
let skyBody = SCNPhysicsBody(type: .Static, shape: skyShape)
skyLayer.physicsBody = skyBody
skyLayer.physicsBody!.restitution = 1.0
// Set position
skyLayer.position = SCNVector3(0, SkyPosY, 0)
// Set fog
/*sceneView.scene?.fogEndDistance = 60
sceneView.scene?.fogStartDistance = 50
sceneView.scene?.fogDensityExponent = 1.0
sceneView.scene?.fogColor = SkyColor */
// Add to scene
sceneView.scene!.rootNode.addChildNode(skyLayer)
}
func createBlock(position: SCNVector3, animated: Bool) {
...
// Create box geometry
let box = SCNBox(width: 1.0, height: 1.0, length: 1.0, chamferRadius: 0.0)
box.firstMaterial!.diffuse.contents = curStyle.getContents() // "curStyle.getContents()" either returns UIColor or UIImage
box.firstMaterial!.specular.contents = UIColor.whiteColor()
// Add new block
let newBlock = SCNNode(geometry: box)
newBlock.position = position
blockLayer.addChildNode(newBlock)
}
Screenshots 1-2 (our app):
Screenshots 3-5 (ideal visual representation of blocks):
I still think there's a few easy things you can do that will make a big difference to how your scene is rendered. Apologies for not using your code, this example is something I had lying around.
Right now your scene is only lit by an ambient light.
let aLight = SCNLight()
aLight.type = SCNLightTypeAmbient
aLight.color = UIColor(red: 0.2, green: 0.2, blue: 0.2, alpha: 1.0)
let aLightNode = SCNNode()
aLightNode.light = aLight
scene.rootNode.addChildNode(aLightNode)
If I use only this light in my scene I see the following. Note how all faces are lit the same irrespective of the direction they face. Some games do pull off this aesthetic very well.
The following block of code adds a directional light to this scene. The transformation applied in this light won't be valid for your scene, it's important to orientate the light according to where you want the light coming from.
let dLight = SCNLight()
dLight.type = SCNLightTypeDirectional
dLight.color = UIColor(red: 0.6, green: 0.6, blue: 0.6, alpha: 1.0)
let dLightNode = SCNNode()
dLightNode.light = dLight
var dLightTransform = SCNMatrix4Identity
dLightTransform = SCNMatrix4Rotate(dLightTransform, -90 * Float(M_PI)/180, 1, 0, 0)
dLightTransform = SCNMatrix4Rotate(dLightTransform, 37 * Float(M_PI)/180, 0, 0, 1)
dLightTransform = SCNMatrix4Rotate(dLightTransform, -20 * Float(M_PI)/180, 0, 1, 0)
dLightNode.transform = dLightTransform
scene.rootNode.addChildNode(dLightNode)
Now we have shading on each of the faces based on their angle relative to the direction of the light.
Currently SceneKit only supports shadows if you're using the SCNLightTypeSpot. Using a spotlight means we need to both orientate (as per directional light) and position it. I use this as a replacement for the directional light.
let sLight = SCNLight()
sLight.castsShadow = true
sLight.type = SCNLightTypeSpot
sLight.zNear = 50
sLight.zFar = 120
sLight.spotInnerAngle = 60
sLight.spotOuterAngle = 90
let sLightNode = SCNNode()
sLightNode.light = sLight
var sLightTransform = SCNMatrix4Identity
sLightTransform = SCNMatrix4Rotate(sLightTransform, -90 * Float(M_PI)/180, 1, 0, 0)
sLightTransform = SCNMatrix4Rotate(sLightTransform, 65 * Float(M_PI)/180, 0, 0, 1)
sLightTransform = SCNMatrix4Rotate(sLightTransform, -20 * Float(M_PI)/180, 0, 1, 0)
sLightTransform = SCNMatrix4Translate(sLightTransform, -20, 50, -10)
sLightNode.transform = sLightTransform
scene.rootNode.addChildNode(sLightNode)
In the above code we first tell the spotlight to cast a shadow, by default all nodes in your scene will then cast a shadow (this can be changed). The zNear and zFar settings are also important and must be specified so that the nodes casting shadows are within this range of distance from the light source. Nodes outside this range will not cast a shadow.
After shading/shadows there's a number of other effects you can apply easily. Depth of field effects are available for the camera. Fog is similarly easy to include.
scene.fogColor = UIColor.blackColor()
scene.fogStartDistance = 10
scene.fogEndDistance = 110
scenekitView.backgroundColor = UIColor(red: 0.2, green: 0.2, blue: 0.2, alpha: 1.0)
Update
Turns out you can get shadows from a directional light. Modifying the spotlight code from above by changing its type and setting the orthographicScale. Default value for orthographicScale seems to be 1.0, obviously not suitable for scenes much larger than 1.
let dLight = SCNLight()
dLight.castsShadow = true
dLight.type = SCNLightTypeDirectional
dLight.zNear = 50
dLight.zFar = 120
dLight.orthographicScale = 30
let dLightNode = SCNNode()
dLightNode.light = dLight
var dLightTransform = SCNMatrix4Identity
dLightTransform = SCNMatrix4Rotate(dLightTransform, -90 * Float(M_PI)/180, 1, 0, 0)
dLightTransform = SCNMatrix4Rotate(dLightTransform, 65 * Float(M_PI)/180, 0, 0, 1)
dLightTransform = SCNMatrix4Rotate(dLightTransform, -20 * Float(M_PI)/180, 0, 1, 0)
dLightTransform = SCNMatrix4Translate(dLightTransform, -20, 50, -10)
dLightNode.transform = dLightTransform
scene.rootNode.addChildNode(dLightNode)
Produces the following image.
The scene size is 60x60, so in this case setting the orthographic scale to 30 produces shadows for the objects close to the light. The directional light shadows appear different to the spot light due to the difference in projections (orthographic vs perspective) used when rendering the shadow map.
Ambient occlusion calculations will give you the best results, but is very expensive, particularly in a dynamically changing world, which it looks like this is.
There are several ways to cheat, and get the look of Ambient occlusion.
Here's one:
place transparent, gradient shadow textures on geometry "placards" used to place/present the shadows at the places required. This will involve doing checks of geometry around the new block before determining what placards to place, with which desired texture for the shadowing. But this can be made to look VERY good, at a very low cost in terms of polygons, draw calls and filtrate. It's probably the cheapest way to do this, and have it look good/great, and can only really be done (with a good look) in a world of blocks. A more organic world rules this technique out. Please excuse the pun.
Or, another, similar: Place additional textures onto/into objects that have the shadow, and blend this with the other textures/materials in the object. This will be a bit fiddly, and I'm not an expert on the powers of materials in Scene Kit, so can't say for sure this is possible and/or easy in it.
Or: Use a blend of textures with a vertex shader that's adding a shadow from the edges that touch or otherwise need/desire a shadow based on your ascertaining what and where you want shadows and to what extent. Will still need the placards trick on the floors/walls unless you add more vertices inside flat surfaces for the purpose of vertex shading for shadows.
Here's something I did for a friend's CD cover... shows the power of shadows. It's orthographic, not true 3D perspective, but the shadows give the impression of depths and create the illusions of space:
all answers above (or below) seem to be good ones (at the time of this writing) however,
what I use (just for setting up a simple scene) is one ambient light (lights everything in all directions) to make things visible.And then one omnidirectional light positioned somewhere in the middle of your scene, the omni light can be raised up (Y up I mean) to light the whole of your scene. The omni light gives the user a sense of shading and the ambient light makes it more like a sun light.
for example:
Imagine sitting in a living room (like I am right now) and the sun-light peers through the window to your right.
You can obviously see a shadow of an area that the couch is not getting sun light, however you can still see details of what is in the shadow.
Now! all the sudden your wold gets rid of ambient light BOOM! The shadow is now pitch black, you can't anymore see what is in the shadow.
Or say the ambient light came back again (what a relief), but all the sudden the omni light stopped working. (probably my fault :( ) Everything now is lighted the same, no shadow, no difference, but if you lay a paper on the table, and look at it from above, there is no shadow! So you think it is part of the table! In a world like this your rely on the contour of something in order to see it- you would have to look at the table from side view, to see the thickness of the paper.
Hope this helps (at least a little)
Note: ambient lighting give a similar effect to emissive material

Moving SCNLight with SCNAction

I have a spotlight, created with the code beneath, casting shadows on all of my nodes:
spotLight.type = SCNLightTypeSpot
spotLight.spotInnerAngle = 50.0
spotLight.spotOuterAngle = 150.0
spotLight.castsShadow = true
spotLight.shadowMode = SCNShadowMode.Deferred
spotlightNode.light = spotLight
spotlightNode.eulerAngles = SCNVector3(x: GLKMathDegreesToRadians(-90), y: 0, z: 0)
spotlightNode.position = levelData.coordinatesForGridPosition(column: 0, row: playerGridRow)
spotlightNode.position.y = 1.5
rootNode.addChildNode(spotlightNode)
The scene is moving along the z axis, and the camera has an infinite animation that makes it move:
let moveAction = SCNAction.moveByX(0.0, y: 0.0, z: CGFloat(-GameVariables.segmentSize / 2), duration: 2.0)
cameraContainerNode.runAction(SCNAction.repeatActionForever(moveAction))
As the camera moves though, the light doesn't, so after a while, the whole scene is dark. I want to move the light with the camera, however if I apply to the light node the same moving animation, all the shadows start to flicker. I tried to change the SCNShadowMode to Forward and the light type to Directional, but the flickering is still there. With directional, I actually loose most of my shadows. If I create a new light node later on, it will seem that I have two "suns", which of course is impossible. The final aim is simply to have an infinite light that shines parallel to the scene from the left, casting all the shadows to the right. Any ideas?
Build a node tree to hold both spotlight and camera.
Create, say, cameraRigNode as an SCNNode with no geometry. Create cameraContainerNode and spotlightNode the same way you are now. But make them children of cameraRigNode, not the scene's root node.
Apply moveAction to cameraRigNode. Both the camera and the light will now move together.

SceneKit applyTorque

I am trying to applyTorque to a node in my scene. The documentation states:
Each component of the torque vector relates to rotation about the
corresponding axis in the local coordinate system of the SCNNode
object containing the physics body. For example, applying a torque of
{0.0, 0.0, 1.0} causes a node to spin counterclockwise around its
z-axis.
However in my tests it seems that Physics animations do not affect actual position of the object. Therefore, the axis remain static (even though the actual node obviously moves). This results in the torque always being applied from the same direction (wherever the z axes was when the scene was initiated).
I would like to be able to apply torque so that it is always constant in relation to the object (e.g. to cause node to spin counterclockwise around z-axis of the node's presentationNode not the position node had(has?) when the scene was initiated)
SceneKit uses two versions of each node: the model node defines static behavior and the presentation node is what's actually involved in dynamic behavior and used on screen. This division mirrors that used in Core Animation, and enables features like implicit animation (where you can do things like set node.position and have it animate to the new value, without other parts of your code that query node.position having to working about intermediate values during the animation).
Physics operates on the presentation node, but in some cases--like this one--takes input in scene space.
However, the only difference between the presentation node and the scene is in terms of coordinate spaces, so all you need to do is convert your vector from presentation space to scene space. (The root node of the scene shouldn't be getting transformed by physics, actions, or inflight animations, so there's no practical difference between model-scene space and presentation-scene space.) To do that, use one of the coordinate conversion methods SceneKit provides, such as convertPosition:fromNode:.
Here's a Swift playground that illustrates your dilemma:
import Cocoa
import SceneKit
import XCPlayground
// Set up a scene for our tests
let scene = SCNScene()
let view = SCNView(frame: NSRect(x: 0, y: 0, width: 500, height: 500))
view.autoenablesDefaultLighting = true
view.scene = scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: 0, y: 0, z: 5)
scene.rootNode.addChildNode(cameraNode)
XCPShowView("view", view)
// Make a pyramid to test on
let node = SCNNode(geometry: SCNPyramid(width: 1, height: 1, length: 1))
scene.rootNode.addChildNode(node)
node.physicsBody = SCNPhysicsBody.dynamicBody()
scene.physicsWorld.gravity = SCNVector3Zero // Don't fall off screen
// Rotate around the axis that looks into the screen
node.physicsBody?.applyTorque(SCNVector4(x: 0, y: 0, z: 1, w: 0.1), impulse: true)
// Wait a bit, then try to rotate around the y-axis
node.runAction(SCNAction.waitForDuration(10), completionHandler: {
var axis = SCNVector3(x: 0, y: 1, z: 0)
node.physicsBody?.applyTorque(SCNVector4(x: axis.x, y: axis.y, z: axis.z, w: 1), impulse: true)
})
The second rotation effectively spins the pyramid around the screen's y-axis, not the pyramid's y-axis -- the one that goes through the apex of the pyramid. As you noted, it's spinning around what was the pyramid's y-axis as of before the first rotation; i.e. the y-axis of the scene (which is unaffected by physics), not that of the presentation node (that was rotated through physics).
To fix it, insert the following line (after the one that starts with var axis):
axis = scene.rootNode.convertPosition(axis, fromNode: node.presentationNode())
The call to convertPosition:fromNode: says "give me a vector in scene coordinate space that's equivalent to this one in presentation-node space". When you apply a torque around the converted axis, it effectively converts back to the presentation node's space to simulate physics, so you see it spin around the axis you want.
Update: Had some coordinate spaces wrong, but the end result is pretty much the same.
Unfortunately the solution provided by rickster does not work for me :(
Trying to solve this conundrum I have created (what i believe to be) a very sub-standard solution (more a proof of concept). It involves creating (null) objects on the axis i am trying to find, then I use their position to find the vector aligned to the axes.
As I have a fairly complex scene, I am loading it from a COLLADA file. Within that file i have modelled a simple coordinate tripod: three orthogonal cylinders with cones on top (makes it easer to visualise what is going on).
I then constrain this tripod object to the object I am trying to apply torque to. This way I have objects that allow me to retrieve two points on the axes of the presentationNode of the object I am trying to apply torque to. I can then use these two points to determine the vector to apply the torque from.
// calculate orientation vector in the most unimaginative way possible
// retrieve axis tripod objects. We will be using these as guide objects.
// The tripod is constructed as a cylinder called "Xaxis" with a cone at the top.
// All loaded from an external COLLADA file.
SCNNode *XaxisRoot = [scene.rootNode childNodeWithName:#"XAxis" recursively:YES];
SCNNode *XaxisTip = [XaxisRoot childNodeWithName:#"Cone" recursively:NO];
// To devise the vector we will need two points. One is the root of our tripod,
// the other is at the tip. First, we get their positions. As they are constrained
// to the _rotatingNode, presentationNode.position is always the same .position
// because presentationNode returns position in relation to the parent node.
SCNVector3 XaxisRootPos = XaxisRoot.position;
SCNVector3 XaxisTipPos = XaxisTip.position;
// We then convert these two points into _rotatingNode coordinate space. This is
// the coordinate space applyTorque seems to be using.
XaxisRootPos = [_rotatingNode convertPosition:XaxisRootPos fromNode:_rotatingNode.presentationNode];
XaxisTipPos = [_rotatingNode convertPosition:XaxisTipPos fromNode:_rotatingNode.presentationNode];
// Now, we have two *points* in _rotatingNode coordinate space. One is at the center
// of our _rotatingNode, the other is somewhere along it's Xaxis. Subtracting them
// will give us the *vector* aligned to the x axis of our _rotatingNode
GLKVector3 rawXRotationAxes = GLKVector3Subtract(SCNVector3ToGLKVector3(XaxisRootPos), SCNVector3ToGLKVector3(XaxisTipPos));
// we now normalise this vector
GLKVector3 normalisedXRotationAxes = GLKVector3Normalize(rawXRotationAxes);
//finally we are able to apply toque reliably
[_rotatingNode.physicsBody applyTorque:SCNVector4Make(normalisedXRotationAxis.x,normalisedXRotationAxis.y,normalisedXRotationAxis.z, 500) impulse:YES];
As you can probably see, I am quite inexperienced in SceneKit, but even I can see that much easier/optimised solution does exits, but I am unable to find it :(
I recently had this same problem, of how to convert a torque from the local space of the object to the world space required by the applyTorque method. The problem with using the node's convertPosition:toNode and fromNodes methods, is that they are also applying the node's translation to the torque, so this will only work when the node is at 0,0,0. What these methods do is treat the SCNVector3 as if it's a vec4 with a w component of 1.0. We just want to apply the rotation, in other words, we want the w component of the vec4 to be 0. Unlike SceneKit, GLKit gives us 2 options for how we want our vec3s to be multiplied:
GLKMatrix4MultiplyVector3 where
The input vector is treated as it were a 4-component vector with a w-component of 0.0.
and GLKMatrix4MultiplyVector3WithTranslation where
The input vector is treated as it were a 4-component vector with a w-component of 1.0.
What we want here is the former, just the rotation, not the translation.
So, we could roundtrip to GLKit. To convert for instance the local x axis (1,0,0), eg a pitch rotation, to the global axis needed for apply torque, would look like this:
let local = GLKMatrix4MultiplyVector3(SCNMatrix4ToGLKMatrix4(node.presentationNode.worldTransform), GLKVector3(v: (1,0,0)))
node.physicsBody?.applyTorque(SCNVector4(local.x, local.y, local.z, 10), impulse: false)
However, a more Swiftian approach would be to add a * operator for mat4 * vec3 which treats the vec3 like a vec4 with a 0.0 w component. Like this:
func * (left: SCNMatrix4, right: SCNVector3) -> SCNVector3 { //multiply mat4 by vec3 as if w is 0.0
return SCNVector3(
left.m11 * right.x + left.m21 * right.y + left.m31 * right.z,
left.m12 * right.x + left.m22 * right.y + left.m32 * right.z,
left.m13 * right.x + left.m23 * right.y + left.m33 * right.z
)
}
Although this operator makes an assumption about how we want our vec3s to be multiplied, my reasoning here is that as the convertPosition methods already treat w as 1, it would be redundant to have a * operator that also did this.
You could also add a mat4 * SCNVector4 operator that would let the user explicity choose whether or not they want w to be 0 or 1.
So, instead of having to roundtrip from SceneKit to GLKit, we can just write:
let local = node.presentationNode.worldTransform * SCNVector3(1,0,0)
node.physicsBody?.applyTorque(SCNVector4(local.x, local.y, local.z, 10), impulse: false)
You can use this method to apply rotation on multiple axes with one applyTorque call. So say if you have stick input where you want x on the stick to be yaw (local yUp-axis) and y on the stick to be pitch (local x-axis), but with flight-sim style "down to pull back/ up", then you could set it to SCNVector3(input.y, -input.x, 0)

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