After what I've read in the documentation and on the internet a SCNBillboardConstraint would rotate a node to always face the pointOfView node - in the case of ARKit, the user's camera.
The thing is, when I add a SCNBillboardConstraint to a child node, it dissapears. The nodes are just some SCNTexts added as a subchild of a more complex model.
The hierarchy looks something like this: RootNode - > Text node (two of them).
Just after I added the root node to the scene's root node, I add this constraint in the following way:
updateQueue.async {
self.sceneView.scene.rootNode.addChildNode(virtualObject)
self.sceneView.addOrUpdateAnchor(for: virtualObject)
self.addBillboardContraintsToText(object: virtualObject)
}
func addBillboardContraintsToText(object: VirtualObject) {
guard let storeNode = object.childNodes.first else {
return
}
for node in storeNode.childNodes {
if let geometry = node.geometry, geometry.isKind(of: SCNText.self) {
let billboard = SCNBillboardConstraint()
node.constraints = [billboard]
}
}
}
The text nodes have their position set properly relative to their root node, so there's no problem with that. When I add a SCNLookAtConstraint though, it works just fine.
node.pivot = SCNMatrix4Rotate(node.pivot, Float.pi, 0, 1, 0)
let lookAt = SCNLookAtConstraint(target: sceneView.pointOfView)
lookAt.isGimbalLockEnabled = true
node.constraints = [lookAt]
Any ideas why the SCNBillboardConstraint might not work? Am I doing something wrong?
This Code (with apples CupScn) works just fine for me:
cupNode.position = SCNVector3(0.5,0,-0.5)
guard let virtualObjectScene = SCNScene(named: "cup.scn", inDirectory: "Models.scnassets/cup") else {
return
}
let wrapperNode = SCNNode()
for child in virtualObjectScene.rootNode.childNodes {
child.geometry?.firstMaterial?.lightingModel = .physicallyBased
wrapperNode.addChildNode(child)
}
cupNode.addChildNode(wrapperNode)
scene.rootNode.addChildNode(cupNode)
let billboardConstraint = SCNBillboardConstraint()
billboardConstraint.freeAxes = SCNBillboardAxis.Y
cupNode.constraints = [billboardConstraint]
Related
My goal is to be able to move/rotate AR objects using the gestureRecognizer. While I got it working for a single AR cube, I cannot get it work for multiple cubes/objects.
Main part of the viewDidLoad:
let boxNode1 = addCube(position: SCNVector3(0,0,0), name: "box")
let boxNode2 = addCube(position: SCNVector3(0,-0.1,-0.1), name: "box2")
sceneView.scene.rootNode.addChildNode(boxNode1)
sceneView.scene.rootNode.addChildNode(boxNode2)
var nodes: [SCNNode] = getMyNodes()
var parentNode = SCNNode()
parentNode.name = "motherNode"
for node in nodes {
parentNode.addChildNode(node)
}
sceneView.scene.rootNode.addChildNode(parentNode)
// sceneView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(ViewController.handleTap(_:))))
sceneView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(ViewController.handleMove(_:))))
sceneView.addGestureRecognizer(UIRotationGestureRecognizer(target: self, action: #selector(ViewController.handleRotate(_:))))
let configuration = ARWorldTrackingConfiguration()
sceneView.session.run(configuration)
Part of panGesture (works for each cube, but does not work if I change to nodeHit.Parent!) The parent node is detected correctly, but no change is made to it:
#objc func handleMove(_ gesture: UIPanGestureRecognizer) {
//1. Get The Current Touch Point
let location = gesture.location(in: self.sceneView)
//2. Get The Next Feature Point Etc
guard let nodeHitTest = self.sceneView.hitTest(location, options: nil).first else { print("no node"); return }
var nodeHit = nodeHitTest.node
// nodeHit = nodeHit.parent!
//3. Convert To World Coordinates
let worldTransform = nodeHitTest.simdWorldCoordinates
//4. Apply To The Node
nodeHit.position = SCNVector3(worldTransform.x, worldTransform.y, 0)
}
What I want to do is to be able to move both cube at once (so they all undergoes the same translation). It sounds possible from this post:
How to join multiple nodes to one node in iOS scene
However, at the same time this post also says I cannot do that for reason I do not understand yet:
SceneKit nodes aren't changing position with scene's root node
In the worst case I think it is possible to manually apply the transformation to every child node, however applying translation to one parent Node seems to be a much elegant way for doing this.
Edit: I tried this way and can get both moving nodes moving, however sometimes the position is reversed (sometimes the cube comes on top of the other when they should not):
#objc func handleMove(_ gesture: UIPanGestureRecognizer) {
//1. Get The Current Touch Point
let location = gesture.location(in: self.sceneView)
//2. Get The Next Feature Point Etc
guard let nodeHitTest = self.sceneView.hitTest(location, options: nil).first else { print("no node"); return }
// var nodeHit = nodeHitTest.node
let nodeHit = nodeHitTest.node
let original_x = nodeHitTest.node.position.x
let original_y = nodeHitTest.node.position.y
print(original_x, original_y)
// let nodeHit = sceneView.scene.rootNode.childNode(withName: "motherNode2", recursively: true)
//3. Convert To World Coordinates
let worldTransform = nodeHitTest.simdWorldCoordinates
//4. Apply To The Node
//// nodeHit.position = SCNVector3(worldTransform.x, worldTransform.y, 0)
nodeHit.position = SCNVector3(worldTransform.x, worldTransform.y, 0)
for node in nodeHit.parent!.childNodes {
if node.name != nil{
if node.name != nodeHit.name {
let old_x = node.position.x
let old_y = node.position.y
print(old_x, old_y)
node.position = SCNVector3((nodeHit.simdPosition.x + original_x - old_x), (nodeHit.simdPosition.y + original_y - old_y), 0)
}
}
}
Any ideas?
I swapped the plus minus sign and now it is working correctly. Here is the code:
/// - Parameter gesture: UIPanGestureRecognizer
#objc func handleMove(_ gesture: UIPanGestureRecognizer) {
//1. Get The Current Touch Point
let location = gesture.location(in: self.sceneView)
//2. Get The Next Feature Point Etc
guard let nodeHitTest = self.sceneView.hitTest(location, options: nil).first else { print("no node"); return }
// var nodeHit = nodeHitTest.node
let nodeHit = nodeHitTest.node
let original_x = nodeHitTest.node.position.x
let original_y = nodeHitTest.node.position.y
// let nodeHit = sceneView.scene.rootNode.childNode(withName: "motherNode2", recursively: true)
//3. Convert To World Coordinates
let worldTransform = nodeHitTest.simdWorldCoordinates
//4. Apply To The Node
//// nodeHit.position = SCNVector3(worldTransform.x, worldTransform.y, 0)
nodeHit.position = SCNVector3(worldTransform.x, worldTransform.y, 0)
for node in nodeHit.parent!.childNodes {
if node.name != nil{
if node.name != nodeHit.name {
let old_x = node.position.x
let old_y = node.position.y
node.position = SCNVector3((nodeHit.simdPosition.x - original_x + old_x), (nodeHit.simdPosition.y - original_y + old_y), 0)
}
}
}
The idea is even without grouping everything into a new node, I can access all the nodes using nodeHit.parent!.childNodes. This also contains other nodes created by default such as camera or light source so I added the condition to make sure it only selects the nodes with the names I have created. Ideally you just need to use some built in methods to move all the nodes in the scene but I cannot find such method.
So my method first keep track of the old position before moving, then if it is node hit by hit test, move it as before. However, if it is not the node hit by hit test, reposition it by the difference between the the 2 nodes. The relative position difference should be the same regardless of where you move the nodes.
I got these functions that scale and move the 3D object displayed on the screen when tapping on it. The problem consists that if I move or scale the node (3D object) it will only make bigger or smaller one part of the node and I want to scale everything.
I know one solution is to join the 3D object in Blender as one but, later on, I want to add specific animation to specific nodes and that's why I don't want to join them.
Here are the code that I'm using for scaling and moving the objects:
#objc func panned(recognizer :UIPanGestureRecognizer)
{
//This function is for scaling
if recognizer.state == .changed
{
guard let sceneView = recognizer.view as? ARSCNView
else
{
return
}
let touch = recognizer.location(in: sceneView)
let translation = recognizer.translation(in: sceneView)
let hitTestResults = self.sceneView.hitTest(touch, options: nil)
if let hitTest = hitTestResults.first
{
let planeNode = hitTest.node
self.newAngleY = Float(translation.x) * (Float) (Double.pi)/180
self.newAngleY += self.currentAngleY
planeNode.eulerAngles.y = self.newAngleY
}
else if recognizer.state == .ended
{
self.currentAngleY = self.newAngleY
}
}
}
And this one:
#objc func pinched(recognizer :UIPinchGestureRecognizer)
{
if recognizer.state == .changed
{
guard let sceneView = recognizer.view as? ARSCNView
else
{
return
}
}
let touch = recognizer.location(in: sceneView)
let hitTestResults = self.sceneView.hitTest(touch, options: nil)
if let hitTest = hitTestResults.first
{
let planeNode = hitTest.node
let pinchScaleX = Float(recognizer.scale) * planeNode.scale.x
let pinchScaleY = Float(recognizer.scale) * planeNode.scale.y
let pinchScaleZ = Float(recognizer.scale) * planeNode.scale.z
planeNode.scale = SCNVector3(pinchScaleX, pinchScaleY, pinchScaleZ)
recognizer.scale = 1
}
}
I don't know if this helps, but here is an image of the nodes:
Image of the nodes
Thanks in advance!
In order to achieve the "grouping" you are looking for you have to create an empty scene node that will be the root to all other nodes.
let myRootNode : SCNNode = SCNNode()
sceneView.scene.rootNode.addChildNode(myRootNode)
Next append all new nodes in the scene to myRootNode so all your models are parented to the same node.
let newChildNode : SCNNode = SCNNode()
myRootNode.addChildNode(newChildNode)
Then you can apply translations to the myRootNode to move it along with all child nodes. Also the child nodes remain separate models that can be moved (translated/rotated) individually or as a single group.
Within your hit test you should be scaling and rotating the myRootNode instead of the individual model.
I am trying to download the ARImage(.scn file) In my application. And display in the ARSCNView
Below my code is working fine it's able to display the image. An image is also below
func addARObject(x: Float = 0, y: Float = 0, z: Float = -0.5) {
let aRUrl : URL = URL(string :arImageUrl2)!
do {
let arScene = try SCNScene(url: aRUrl , options: nil)
let arNode = arScene.rootNode.childNode(withName: "chair", recursively: false)
print("x,y,z",x,y,z)
arNode?.position = SCNVector3(x,y,z)
zAxis = z
if isNodeAvailable {
currentNode.position = SCNVector3(x,y,z)
}else{
isNodeAvailable = true
currentNode = arNode
sceneView.scene.rootNode.addChildNode(arNode!)
}
}
catch {
print("errrrrororororor")
}
}
And Output of this is 👇🏻
But chair color is Red and its showing surface white color. but actually, there is no surface.
If the same image I am using In My project folder Without download then chair color is Red.
So Can Anyone Explain to me what's wrong with my code or image issue?
Below Image is when I am using the local File in my Project.
You create a parent node and then you can add all your nodes as children.
var nodes: [SCNNode] = getMyNodes()
var parentNode = SCNNode()
parentNode.name = "chair"
for node in nodes {
parentNode.addChildNodes(node)
}
You can access a specific child using:
parentNode.childNode(withName: nameOfChildNode, recursively: true)
If you are importing from a scene file:
let scene = SCNScene(named: "myScene.scn")
func getMyNodes() -> [SCNNode] {
var nodes: [SCNNode] = [SCNNode]()
for node in scene.rootNode.childNodes {
nodes.append(node)
}
return nodes
}
After getting child node from parent node, you can add texture to the child node.
let childOne = parentNode.childNode(withName: nameOfChildNode, recursively: true)
childOne.?.firstMaterial?.diffuse.contents = UIColor.red
I am new to ARKit , and i am trying an example to create a SCNBox on tap location. What i am trying to do is on initial touch i create a box and on the second tap on the created box it should be removed from the scene. I am doing the hit test. but it keeps on adding the box. I know this is a simple task, but i am unable to do it
#objc func handleTap(sender: UITapGestureRecognizer) {
print("hande tapp")
guard let _ = sceneView.session.currentFrame
else { return }
guard let scnView = sceneView else { return }
let touchLocation = sender.location(in: scnView)
let hitTestResult = scnView.hitTest(touchLocation, types: [ .featurePoint])
guard let pointOfView = sceneView.pointOfView else {return}
print("point \(pointOfView.name)")
if hitTestResult.count > 0 {
print("Hit")
if let _ = pointOfView as? ARBox {
print("Box Available")
}
else {
print("Adding box")
let transform = hitTestResult.first?.worldTransform.columns.3
let xPosition = transform?.x
let yPosition = transform?.y
let zPosition = transform?.z
let position = SCNVector3(xPosition!,yPosition!,zPosition!)
basketCount = basketCount + 1
let newBasket = ARBox(position: position)
newBasket.name = "basket\(basketCount)"
self.sceneView.scene.rootNode.addChildNode(newBasket)
boxNodes.append(newBasket)
}
}
}
pointOfView of a sceneView, is the rootnode of your scene, which is one used to render your whole scene. For generic cases, it usually is an empty node with lights/ camera. I don't think you should cast it as ARBox/ or any type of SCNNode(s) for that matter.
What you probably can try is the logic below (hitResults are the results of your hitTest):
if hitResults.count > 0 {
if let node = hitResults.first?.node as SCNNode? (or ARBox) {
// node.removeFromParentNode()
// or make the node opaque if you don't want to remove
else {
// add node.
I'm using the scene editor in SpriteKit to place color sprites and assign them textures using the Attributes Inspector. My problem is trying to figure out how to reference those sprites from my GameScene file. For example, I'd like to know when a sprite is a certain distance from my main character.
Edit - code added
I'm adding the code because for some reason, appzYourLife's answer worked great in a simple test project, but not in my code. I was able to use Ron Myschuk's answer which I also included in the code below for reference. (Though, as I look at it now I think the array of tuples was overkill on my part.) As you can see, I have a Satellite class with some simple animations. There's a LevelManager class that replaces the nodes from the scene editor with the correct objects. And finally, everything gets added to the world node in GameScene.swift.
Satellite Class
func spawn(parentNode:SKNode, position: CGPoint, size: CGSize = CGSize(width: 50, height: 50)) {
parentNode.addChild(self)
createAnimations()
self.size = size
self.position = position
self.name = "satellite"
self.runAction(satAnimation)
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.categoryBitMask = PhysicsCategory.satellite.rawValue
self.physicsBody?.contactTestBitMask = PhysicsCategory.laser.rawValue
self.physicsBody?.collisionBitMask = 0
}
func createAnimations() {
let flyFrames:[SKTexture] = [textureAtlas.textureNamed("sat1.png"),
textureAtlas.textureNamed("sat2.png")]
let flyAction = SKAction.animateWithTextures(flyFrames, timePerFrame: 0.14)
satAnimation = SKAction.repeatActionForever(flyAction)
let warningFrames:[SKTexture] = [textureAtlas.textureNamed("sat8.png"),
textureAtlas.textureNamed("sat1.png")]
let warningAction = SKAction.animateWithTextures(warningFrames, timePerFrame: 0.14)
warningAnimation = SKAction.repeatActionForever(warningAction)
}
func warning() {
self.runAction(warningAnimation)
}
Level Manager Class
import SpriteKit
class LevelManager
{
let levelNames:[String] = ["Level1"]
var levels:[SKNode] = []
init()
{
for levelFileName in levelNames {
let level = SKNode()
if let levelScene = SKScene(fileNamed: levelFileName) {
for node in levelScene.children {
switch node.name! {
case "satellite":
let satellite = Satellite()
satellite.spawn(level, position: node.position)
default: print("Name error: \(node.name)")
}
}
}
levels.append(level)
}
}
func addLevelsToWorld(world: SKNode)
{
for index in 0...levels.count - 1 {
levels[index].position = CGPoint(x: -2000, y: index * 1000)
world.addChild(levels[index])
}
}
}
GameScene.swift - didMoveToView
world = SKNode()
world.name = "world"
addChild(world)
physicsWorld.contactDelegate = self
levelManager.addLevelsToWorld(self.world)
levelManager.levels[0].position = CGPoint(x:0, y: 0)
//This does not find the satellite nodes
let satellites = children.flatMap { $0 as? Satellite }
//This does work
self.enumerateChildNodesWithName("//*") {
node, stop in
if (node.name == "satellite") {
self.satTuple.0 = node.position
self.satTuple.1 = (node as? SKSpriteNode)!
self.currentSatellite.append(self.satTuple)
}
}
The Obstacle class
First of all you should create an Obstacle class like this.
class Obstacle: SKSpriteNode { }
Now into the scene editor associate the Obstacle class to your obstacles images
The Player class
Do the same for Player, create a class
class Player: SKSpriteNode { }
and associate it to your player sprite.
Checking for collisions
Now into GameScene.swift change the updated method like this
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let obstacles = children.flatMap { $0 as? Obstacle }
let player = childNodeWithName("player") as! Player
let obstacleNearSprite = obstacles.contains { (obstacle) -> Bool in
let distance = hypotf(Float(player.position.x) - Float(obstacle.position.x), Float(player.position.y) - Float(obstacle.position.y))
return distance < 100
}
if obstacleNearSprite {
print("Oh boy!")
}
}
What does it do?
The first line retrieves all your obstacles into the scene.
the second line retrieves the player (and does crash if it's not present).
Next it put into the obstacleNearSprite constant the true value if there is at least one Obstacle at no more then 100 points from Player.
And finally use the obstacleNearSprite to print something.
Optimizations
The updated method gets called 60 times per second. We put these 2 lines into it
let obstacles = children.flatMap { $0 as? Obstacle }
let player = childNodeWithName("player") as! Player
in order to retrieves the sprites we need. With the modern hardware it is not a problem but you should save references to Obstacle and Player instead then searching for them in every frame.
Build a nice game ;)
you will have to loop through the children of the scene and assign them to local objects to use in your code
assuming your objects in your SKS file were named Obstacle1, Obstacle2, Obstacle3
Once in local objects you can check and do whatever you want with them
let obstacle1 = SKSpriteNode()
let obstacle2 = SKSpriteNode()
let obstacle3 = SKSpriteNode()
let obstacle3Location = CGPointZero
func setUpScene() {
self.enumerateChildNodesWithName("//*") {
node, stop in
if (node.name == "Obstacle1") {
self.obstacle1 = node
}
else if (node.name == "Obstacle2") {
self.obstacle2 = node
}
else if (node.name == "Obstacle3") {
self.obstacle3Location = node.position
}
}
}