Our scene only has about 20 nodes. The code below lets the user pan, conducting a hit test on each pan -- the goal is to highlight blocks as the user pans around the screen.
However, it is noticeably sluggish on a iPhone 5S. It's not deterministic but happens often enough to be irritating (every 5-10 pans).
We considered using hitTestWithSegment since you could tightly bound the range for testing but believe that should be slower because you must first compute the two points required for the function.
Moreover, the SCNHitTestClipToZRangeKey option for hitTest should provide a comparable performance boost by tightening the hit range without requiring the computation of two additional points.
Any suggestions for speeding up the performance of hitTest?
func sceneViewPannedOneFinger(sender: UIPanGestureRecognizer) {
// Get pan distance & convert to radians
let translation = sender.translationInView(sender.view!)
var xRadians = GLKMathDegreesToRadians(Float(translation.x))
var yRadians = GLKMathDegreesToRadians(Float(translation.y))
// Get x & y radians
xRadians = (xRadians / 4) + curXRadians
yRadians = (yRadians / 4) + curYRadians
// Limit yRadians to prevent rotating 360 degrees vertically
yRadians = max(Float(-M_PI_2), min(Float(M_PI_2), yRadians))
// Set rotation values to avoid Gimbal Lock
cameraNode.rotation = SCNVector4(x: 1, y: 0, z: 0, w: yRadians)
userNode.rotation = SCNVector4(x: 0, y: 1, z: 0, w: xRadians)
// Save value for next rotation
if sender.state == UIGestureRecognizerState.Ended {
curXRadians = xRadians
curYRadians = yRadians
}
// Set preview block
setPreviewBlock(sender)
}
private func setPreviewBlock(recognizer: UIGestureRecognizer) {
let point = recognizer.locationInView(sceneView)
let options = [SCNHitTestRootNodeKey: sceneView.scene!.rootNode, SCNHitTestClipToZRangeKey: 15, SCNHitTestSortResultsKey: true]
let hits = sceneView.hitTest(point, options: options)
print(hits.first?.worldCoordinates)
}
Related
I have followed a tutorial on how to create interactive iOS control center animation using UIViewPropertyAnimator:
http://www.swiftkickmobile.com/building-better-app-animations-swift-uiviewpropertyanimator/
when swiping up or down the bottom menu, after releasing the finger, I want to add pan velocity to UIViewPropertyAnimator and continue the animation:
popupViewPanned(recognizer:) {
switch recognizer.state {
.
.
.
// after finger released
case .end:
// continue all animations using pan velocity with spring timing
let normalizedPanVelocity: // how to normalize pan velocity
runningAnimators.forEach { $0.continueAnimation(withTimingParameters: spring(for: velocity()), durationFactor: 0) }
}
}
func velocity() -> CGVector {
let pan = panRecognizer
let progress = runningAnimators[0].fractionComplete
let fraction = popupOffset*(1 - progress)
return CGVector(with: pan.velocity(in: view), fraction: fraction)
}
func spring(for velocity: CGVector = .zero) -> UITimingCurveProvider {
return UISpringTimingParameters(dampingRatio: 0.9, initialVelocity: velocity)//UISpringTimingParameters(mass: 2.5, stiffness: 80, damping: 25, initialVelocity: velocity)
}
the problem is when I quickly swipe up or down menu and release the finer, it seems animation hit the wall (slow quickly), then continue to rest
so how can I fix the issue?
I have tried the whole day but I couldn't fix it
The documentation for the UISpringTimingParameters says:
https://developer.apple.com/documentation/uikit/uispringtimingparameters/1649832-init
A vector with a magnitude of 1.0 corresponds to an initial velocity that would cover the total animation distance in one second. For example, if the total animation distance is 200 points and the view’s initial velocity is 100 points per second, specify a vector with a magnitude of 0.5.
Meaning that you have to normalize the velocity using the with of the view.
And looking at the official documentation for CGVector the initializer you are using is confusingly not documented.
https://developer.apple.com/documentation/coregraphics/cgvector
What I've ended up doing was, calculating the normalized vector by myself.
You would need to calculate the total points the view is moving from the start of the animation to the end and then using this distanceToMove to make a "unit vector" from it / normalizing it:
let distanceToMove = newY - oldY
let velocity = recognizer.velocity(in: view)
let relativeVelocityY = velocity.x / distanceToMove
let relativeVelocity = CGVector(dx: 0, dy: relativeVelocityY)
let timing = UISpringTimingParameters(dampingRatio: 0.9, initialVelocity: relativeVelocity)
Let me know if this worked for you.
I'm building a UIPanGestureRecognizer so I can move nodes in 3D space.
Currently, I have something that works, but only when the camera is exactly perpendicular to the plane, my UIPanGestureRecognizer looks like this:
#objc func handlePan(_ sender:UIPanGestureRecognizer) {
let projectedOrigin = self.sceneView!.projectPoint(SCNVector3Zero)
let viewCenter = CGPoint(
x: self.view!.bounds.midX,
y: self.view!.bounds.midY
)
let touchlocation = sender.translation(in: self.view!)
let moveLoc = CGPoint(
x: CGFloat(touchlocation.x + viewCenter.x),
y: CGFloat(touchlocation.y + viewCenter.y)
)
let touchVector = SCNVector3(x: Float(moveLoc.x), y: Float(moveLoc.y), z: Float(projectedOrigin.z))
let worldPoint = self.sceneView!.unprojectPoint(touchVector)
let loc = SCNVector3( x: worldPoint.x, y: 0, z: worldPoint.z )
worldHandle?.position = loc
}
The problem happens when the camera is rotated, and the coordinates are effected by the perspective change. Here is you can see the touch position drifting:
Related SO post for which I used to get to this position:
How to use iOS (Swift) SceneKit SCNSceneRenderer unprojectPoint properly
It referenced these great slides: http://www.terathon.com/gdc07_lengyel.pdf
The tricky part of going from 2D touch position to 3D space is obviously the z-coordinate. Instead of trying to convert the touch position to an imaginary 3D space, map the 2D touch to a 2D plane in that 3D space using a hittest. Especially when movement is required only in two direction, for example like chess pieces on a board, this approach works very well. Regardless of the orientation of the plane and the camera settings (as long as the camera doesn't look at the plane from the side obviously) this will map the touch position to a 3D position directly under the finger of the touch and follow consistently.
I modified the Game template from Xcode with an example.
https://github.com/Xartec/PrecisePan/
The main parts are:
the pan gesture code:
// retrieve the SCNView
let scnView = self.view as! SCNView
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [SCNHitTestOption.searchMode: 1, SCNHitTestOption.ignoreHiddenNodes: false])
if hitResults.count > 0 {
// check if the XZPlane is in the hitresults
for result in hitResults {
if result.node.name == "XZPlane" {
//NSLog("Local Coordinates on XZPlane %f, %f, %f", result.localCoordinates.x, result.localCoordinates.y, result.localCoordinates.z)
//NSLog("World Coordinates on XZPlane %f, %f, %f", result.worldCoordinates.x, result.worldCoordinates.y, result.worldCoordinates.z)
ship.position = result.worldCoordinates
ship.position.y += 1.5
return;
}
}
}
The addition of a XZ plane node in viewDidload:
let XZPlaneGeo = SCNPlane(width: 100, height: 100)
let XZPlaneNode = SCNNode(geometry: XZPlaneGeo)
XZPlaneNode.geometry?.firstMaterial?.diffuse.contents = UIImage(named: "grid")
XZPlaneNode.name = "XZPlane"
XZPlaneNode.rotation = SCNVector4(-1, 0, 0, Float.pi / 2)
//XZPlaneNode.isHidden = true
scene.rootNode.addChildNode(XZPlaneNode)
Uncomment the isHidden line to hide the helper plane and it will still work. The plane obviously needs to be large enough to fill the screen or at least the portion where the user is allowed to pan.
By setting a global var to hold a startWorldPosition of the pan (in state .began) and comparing it to the hit worldPosition in the state .change you can determine the delta/translation in world space and translate other objects accordingly.
In ARKit/SceneKit, when the user taps the button, I want to apply an impulse to my node. I want the impulse to come from the current user's perspective. This means the node would be moving away from the user's perspective. I'm able to get the current orientation/direction, thanks to this code:
func getUserVector() -> (SCNVector3, SCNVector3) { // (direction, position)
if let frame = self.sceneView.session.currentFrame {
let mat = SCNMatrix4(frame.camera.transform) // 4x4 transform matrix describing camera in world space
let dir = SCNVector3(-1 * mat.m31, -1 * mat.m32, -1 * mat.m33) // orientation of camera in world space
let pos = SCNVector3(mat.m41, mat.m42, mat.m43) // location of camera in world space
return (dir, pos)
}
return (SCNVector3(0, 0, -1), SCNVector3(0, 0, -0.2))
}
via https://github.com/farice/ARShooter/blob/master/ARViewer/ViewController.swift#L191
I have an arbitrary SCNVector, that I've created. It contains info on how high (Y axis), how much to the left or right, and how much forward to apply to the node.
I want to convert/translate my SCNVector3 to come from the orientation/direction of the camera.
Meaning, I have
let (direction, position) = self.getUserVector()
let force = SCNVector3(x: 1.67, y: 13.83, z: -18.3)
How do I apply the force from the location/origin of the direction?
Figured it out after lots of googling. To convert the impulse vector3 to the direction I need, I used something like this:
let original = SCNVector3(x: 1.67, y: 13.83, z: -18.3)
let force = simd_make_float4(original.x, original.y, original.z, 0)
let rotatedForce = simd_mul(currentFrame.camera.transform, force)
let vectorForce = SCNVector3(x:rotatedForce.x, y:rotatedForce.y, z:rotatedForce.z)
node.physicsBody?.applyForce(vectorForce, asImpulse: true)
I want to create a particle system on iOS using sprite kit where I define the colour of each individual particle. As far as I can tell this isn't possible with the existing SKEmitterNode.
It seems that best I can do is specify general behaviour. Is there any way I can specify the starting colour and position of each particle?
This can give you a basic idea what I was meant in my comments. But keep in mind that it is untested and I am not sure how it will behave if frame rate drops occur.
This example creates 5 particles per second, add them sequentially (in counterclockwise direction) along the perimeter of a given circle. Each particle will have different predefined color. You can play with Settings struct properties to change the particle spawning speed or to increase or decrease number of particles to emit.
Pretty much everything is commented, so I guess you will be fine:
Swift 2
import SpriteKit
struct Settings {
static var numberOfParticles = 30
static var particleBirthRate:CGFloat = 5 //Means 5 particles per second, 0.2 means one particle in 5 seconds etc.
}
class GameScene: SKScene {
var positions = [CGPoint]()
var colors = [SKColor]()
var emitterNode:SKEmitterNode?
var currentPosition = 0
override func didMoveToView(view: SKView) {
backgroundColor = .blackColor()
emitterNode = SKEmitterNode(fileNamed: "rain.sks")
if let emitter = emitterNode {
emitter.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
emitter.particleBirthRate = Settings.particleBirthRate
addChild(emitter)
let radius = 50.0
let center = CGPointZero
for var i = 0; i <= Settings.numberOfParticles; i++ {
//Randomize color
colors.append(SKColor(red: 0.78, green: CGFloat(i*8)/255.0, blue: 0.38, alpha: 1))
//Create some points on a perimeter of a given circle (radius = 40)
let angle = Double(i) * 2.0 * M_PI / Double(Settings.numberOfParticles)
let x = radius * cos(angle)
let y = radius * sin(angle)
let currentParticlePosition = CGPointMake(CGFloat(x) + center.x, CGFloat(y) + center.y)
positions.append(currentParticlePosition)
if i == 1 {
/*
Set start position for the first particle.
particlePosition is starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
*/
emitter.particlePosition = positions[0]
emitter.particleColor = colors[0]
self.currentPosition++
}
}
// Added just for debugging purposes to show positions for every particle.
for particlePosition in positions {
let sprite = SKSpriteNode(color: SKColor.orangeColor(), size: CGSize(width: 1, height: 1))
sprite.position = convertPoint(particlePosition, fromNode:emitter)
sprite.zPosition = 2
addChild(sprite)
}
let block = SKAction.runBlock({
// Prevent strong reference cycles.
[unowned self] in
if self.currentPosition < self.positions.count {
// Set color for the next particle
emitter.particleColor = self.colors[self.currentPosition]
// Set position for the next particle. Keep in mind that particlePosition is a point in the emitter's coordinate space.
emitter.particlePosition = self.positions[self.currentPosition++]
}else {
//Stop the action
self.removeActionForKey("emitting")
emitter.particleBirthRate = 0
}
})
// particleBirthRate is a rate at which new particles are generated, in particles per second. Defaults to 0.0.
let rate = NSTimeInterval(CGFloat(1.0) / Settings.particleBirthRate)
let sequence = SKAction.sequence([SKAction.waitForDuration(rate), block])
let repeatAction = SKAction.repeatActionForever(sequence)
runAction(repeatAction, withKey: "emitting")
}
}
}
Swift 3.1
import SpriteKit
struct Settings {
static var numberOfParticles = 30
static var particleBirthRate:CGFloat = 5 //Means 5 particles per second, 0.2 means one particle in 5 seconds etc.
}
class GameScene: SKScene {
var positions = [CGPoint]()
var colors = [SKColor]()
var emitterNode: SKEmitterNode?
var currentPosition = 0
override func didMove(to view: SKView) {
backgroundColor = SKColor.black
emitterNode = SKEmitterNode(fileNamed: "rain.sks")
if let emitter = emitterNode {
emitter.position = CGPoint(x: frame.midX, y: frame.midY)
emitter.particleBirthRate = Settings.particleBirthRate
addChild(emitter)
let radius = 50.0
let center = CGPoint.zero
for var i in 0...Settings.numberOfParticles {
//Randomize color
colors.append(SKColor(red: 0.78, green: CGFloat(i * 8) / 255.0, blue: 0.38, alpha: 1))
//Create some points on a perimeter of a given circle (radius = 40)
let angle = Double(i) * 2.0 * Double.pi / Double(Settings.numberOfParticles)
let x = radius * cos(angle)
let y = radius * sin(angle)
let currentParticlePosition = CGPoint.init(x: CGFloat(x) + center.x, y: CGFloat(y) + center.y)
positions.append(currentParticlePosition)
if i == 1 {
/*
Set start position for the first particle.
particlePosition is starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
*/
emitter.particlePosition = positions[0]
emitter.particleColor = colors[0]
self.currentPosition += 1
}
}
// Added just for debugging purposes to show positions for every particle.
for particlePosition in positions {
let sprite = SKSpriteNode(color: SKColor.orange, size: CGSize(width: 1, height: 1))
sprite.position = convert(particlePosition, from: emitter)
sprite.zPosition = 2
addChild(sprite)
}
let block = SKAction.run({
// Prevent strong reference cycles.
[unowned self] in
if self.currentPosition < self.positions.count {
// Set color for the next particle
emitter.particleColor = self.colors[self.currentPosition]
// Set position for the next particle. Keep in mind that particlePosition is a point in the emitter's coordinate space.
emitter.particlePosition = self.positions[self.currentPosition]
self.currentPosition += 1
} else {
//Stop the action
self.removeAction(forKey: "emitting")
emitter.particleBirthRate = 0
}
})
// particleBirthRate is a rate at which new particles are generated, in particles per second. Defaults to 0.0.
let rate = TimeInterval(CGFloat(1.0) / Settings.particleBirthRate)
let sequence = SKAction.sequence([SKAction.wait(forDuration: rate), block])
let repeatAction = SKAction.repeatForever(sequence)
run(repeatAction, withKey: "emitting")
}
}
}
Orange dots are added just for debugging purposes and you can remove that part if you like.
Personally I would say that you are overthinking this, but I might be wrong because there is no clear description of what you are trying to make and how to use it. Keep in mind that SpriteKit can render a bunch of sprites in a single draw call in very performant way. Same goes with SKEmitterNode if used sparingly. Also, don't underestimate SKEmitterNode... It is very configurable actually.
Here is the setup of Particle Emitter Editor:
Anyways, here is the final result:
Note that nodes count comes from an orange SKSpriteNodes used for debugging. If you remove them, you will see that there is only one node added to the scene (emitter node).
What you want is completely possible, probably even in real time. Unfortunately to do such a thing the way you describe with moving particles as being a particle for each pixel would be best done with a pixel shader. I don't know of a clean method that would allow you to draw on top of the scene with a pixel shader otherwise all you would need is a pixel shader that takes the pixels and moves them out from the center. I personally wouldn't try to do this unless I built the game with my own custom game engine in place of spritekit.
That being said I'm not sure a pixel per pixel diffusion is the best thing in most cases. Expecially if you have cartoony art. Many popular games will actually make sprites for fragments of the object they expect to shader. So like if it's an airplane you might have a sprite for the wings with perhaps even wires hanging out of this. Then when it is time to shatter the plane, remove it from the scene and replace the area with the pieces in the same shape of the plane... Sorta like a puzzle. This will likely take some tweaking. Then you can add skphysicsbodies to all of these pieces and have a force push them out in all directions. Also this doesn't mean that each pixel gets a node. I would suggest creatively breaking it into under 10 pieces.
And as whirlwind said you could all ways get things looking "like" it actually disintegrated by using an emitter node. Just make the spawn area bigger and try to emulate the color as much as possible. To make the ship dissappear you could do a fade perhaps? Or Mabye an explosion sprite over it? Often with real time special effects and physics, or with vfx it is more about making it look like reality then actually simulating reality. Sometimes you have to use trickery to get things to look good and run real-time.
If you want to see how this might look I would recommend looking at games like jetpac joyride.
Good luck!
I am building my first iPhone game using Xcode, SpriteKit and Swift. I am new to these technologies but I am familiar with general programming concepts.
Here is what I am trying to do in English. I want circles to randomly appear on the screen and then begin to expand in size. However, I do not want a circle to appear in a location where a circle currently exists. I am having trouble determining each circle's position.
Inside GameScene.swift I have the following code inside the didMoveToView:
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(addCircle), SKAction.waitForDuration(3, withRange: 2)]
)))
The piece of code above calls my "addCircle" method:
func addCircle() {
// Create sprite.
let circle = SKSpriteNode(imageNamed: "grad640x640_circle")
circle.name = "circle"
circle.xScale = 0.1
circle.yScale = 0.1
// Determine where to position the circle.
let posX = random(min: 50, max: 270)
let posY = random(min: 50, max: 518)
// ***Check to see if position is currently occupied by another circle here.
circle.position = CGPoint(x: posX, y: posY)
// Add circle to the scene.
addChild(circle)
// Expand the circle.
let expand = SKAction.scaleBy(2, duration: 0.5)
circle.runAction(expand)
}
The random function above just chooses a random number within the given range. How can I check to see if my random functions are generating a location that is currently occupied by another circle?
I was thinking of using a do..while loop to randomly generate a set of x and y coordinates and then check to see if a circle is at that location but I cannot find how to check for that condition. Any help would be greatly appreciated.
There are a few methods which can help you in this regard:
(BOOL) intersectsNode: (SKNode*)node, available with SKNode, and
CGRectContainsPoint() as well as the CGRectContainsRect() methods.
For instance the loop to check for intersection can look as follows:
var point: CGPoint
var exit:Bool = false
while (!exit) {
let posX = random(min: 50, max: 270)
let posY = random(min: 50, max: 518)
point = CGPoint(x: posX, y: posY)
var pointFound: Bool = true
self.enumerateChildNodesWithName("circle", usingBlock: {
node, stop in
let sprite:SKSpriteNode = node as SKSpriteNode
if (CGRectContainsPoint(sprite.frame, point))
{
pointFound = false
stop.memory = true
}
})
if (pointFound)
{
exit = true
}
}
//point contains CGPoint where no other circle exists
//Declare new circle at point