Moving a node in SceneKit using touch - ios

I am trying to move a node in SceneKit by touch.
I am using the code here: Move a specific node in SceneKit using touch
The issue that I am having is that every time I start a panGesture, the object I touch goes to the left corner of the scene to start the move. Moving it from that position and releasing are ok, just the issue that at every start of panning, the object resets from the left corner. If I zoom out, it resets itself from the corner of this new zoom level.
My code is:
func CGPointToSCNVector3(view: SCNView, depth: Float, point: CGPoint) -> SCNVector3 {
let projectedOrigin = view.projectPoint(SCNVector3Make(0, 0, depth))
let locationWithz = SCNVector3Make(Float(point.x), Float(point.y), projectedOrigin.z)
return view.unprojectPoint(locationWithz)
}
func dragObject(sender: UIPanGestureRecognizer){
if(movingNow){
let translation = sender.translationInView(sender.view!)
var result : SCNVector3 = CGPointToSCNVector3(objectView, depth: tappedObjectNode.position.z, point: translation)
tappedObjectNode.position = result
}
else{
let hitResults = objectView.hitTest(sender.locationInView(objectView), options: nil)
if hitResults.count > 0 {
movingNow = true
}
}
if(sender.state == UIGestureRecognizerState.Ended) {
}
}
and
override func viewDidLoad() {
super.viewDidLoad()
let scnView = objectView
scnView.backgroundColor = UIColor.whiteColor()
scnView.autoenablesDefaultLighting = true
scnView.allowsCameraControl = true
i am temporarily disabling the allowsCameraControl's panning functions before dragObject is called by doing this:
globalPanRecognizer = UIPanGestureRecognizer(target: self,
action:#selector(ViewController.dragObject(_:)))
objectView.addGestureRecognizer(globalPanRecognizer)
These are the values inside the first call to CGPointToSCNVector3 :
initial value of tappedObjectNode: SCNVector3(x: 0.100000001, y: 0.100000001, z: 3.0)
projectedOrigin : SCNVector3(x: 261.613159, y: 285.530396, z: 0.949569583) - this is abnormally big
value returned by CGPointToSCNVector3 : SCNVector3(x: 1.03418088, y: 1.9734658, z: 4.64346933)
I have played with different variations of CGPointToSCNVector3 but no luck.
What is the cause of this behavior?
Thanks,

The solution was to change sender.translationInView(sender.view!) to sender.translationInView(self.view!)

Swift 4.1 / Xcode 9.3 / iOS 11.3
// node that you want the user to drag
var tappedObjectNode = SCNNode()
// the SCNView
#IBOutlet weak var sceneView: SCNView!
// the scene
let scene = SCNScene()
//helper
func CGPointToSCNVector3(view: SCNView, depth: Float, point: CGPoint) -> SCNVector3 {
let projectedOrigin = view.projectPoint(SCNVector3Make(0, 0, depth))
let locationWithz = SCNVector3Make(Float(point.x), Float(point.y), projectedOrigin.z)
return view.unprojectPoint(locationWithz)
}
// gesture handler
var movingNow = false
#objc func dragObject(sender: UIPanGestureRecognizer){
if(movingNow){
let translation = sender.translation(in: sender.view!)
var result : SCNVector3 = CGPointToSCNVector3(view: sceneView, depth: tappedObjectNode.position.z, point: translation)
tappedObjectNode.position = result
} else {
// view is the view containing the sceneView
let hitResults = sceneView.hitTest(sender.location(in: view), options: nil)
if hitResults.count > 0 {
movingNow = true
}
}
}
// in viewDidLoad
sceneView.scene = scene
let panner = UIPanGestureRecognizer(target: self, action: #selector(dragObject(sender:)))
sceneView.addGestureRecognizer(panner)

Related

Collision in Spritekit not collide with another node

I describe as StackOverflow standards the following issue.
Summarize the problem
I have issue about colliding two nodes. One is composed by a crowd and each people is a single item of my crowd defined in the same way (included in a while just to be clear and using index "i" and "j" to create the row of the crowd). I wanted to make disappear once arrive a node (as civilian) to the bottom and going to the top and the crowd remove the civilian spawned along the path. Actually I have this thing and the func tells me that the colliding happens but it didn't 'cause nothing happens and the civilian node captured by crowd it didn't disappear or removed with the removefromparent(). I've got no error messages with my compiler, it works for him. My scope is : detecting node civilian during the path by the crowd and remove this one from the path.
What I've tried
I tried many things to fix this. The first thing is following a lot of tutorials about how Collision Masks etc.. work. I know what they do. But what I've tried it was to make a invisible line for the last line of crowd of people just to see if the problem is the crowd itself and making that if the civilian node arrives to collide the invisible line is like he was in contact with the crowd but it didin't this effect. I followed a lot of tutorial such as HackingWithswift, Youtube tutorials but the procedure for me it's clear but nothing happens (sorry for being repetitive).
Show code
My problem is about this GameScene.sks because it it just one file with all the functions.
import SpriteKit
import GameplayKit
enum CategoryMask: UInt32 {
case civilian_value = 1
case crowd_value = 2
case background_value = 0
}
enum GameState {
case ready
case playing
case dead
}
var gameState = GameState.ready {
didSet {
print(gameState)
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let player = SKSpriteNode(imageNamed: "player1")
let textureA = SKTexture(imageNamed: "player1")
let textureB = SKTexture(imageNamed: "player2")
let pause = SKSpriteNode(imageNamed: "pause-button")
let resume = SKSpriteNode(imageNamed: "pause-button")
var civilian = SKSpriteNode()
let pauseLayer = SKNode()
let gameLayer = SKNode()
weak var sceneDelegate: GameSceneDelegate?
//main
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
//func for dynamic background
moveBackground(image: ["background1", "background2", "background3", "background1"], x: 0, z: -3, duration: 5, size: CGSize(width: 0.5, height: 1.0))
character(player: player)
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(civilians),
SKAction.wait(forDuration: 3.0)])))
run(SKAction.run(crowdSpawn))
pause.name="pause"
pause.position = CGPoint(x: frame.minX/1.3, y: frame.minY/1.15)
pause.size=CGSize(width: 0.1, height: 0.1)
pause.zPosition = 4
addChild(pause)
if self.scene?.isPaused == true {
resume.name="resume"
resume.position = CGPoint(x: frame.minX/1.5, y: frame.minY/1.15)
resume.size=CGSize(width: 0.1, height: 0.1)
resume.zPosition = 12
addChild(resume)
}
}
func pauseGame() {
sceneDelegate?.gameWasPaused()
let barr = SKSpriteNode()
let barrbehind = SKSpriteNode()
let buttonresume = SKSpriteNode(imageNamed: "back")
barrbehind.name = "barrbehind"
barrbehind.zPosition = 9
barrbehind.color = SKColor.black
barrbehind.size = CGSize(width: frame.width, height: frame.height)
barrbehind.alpha = 0.5
self.addChild(barradietro)
barr.name = "bar"
barr.size = CGSize(width: 0.4, height: 0.5)
barr.color = SKColor.white
barr.zPosition = 10
self.addChild(barr)
buttonresume.name = "resume"
buttonresume.zPosition = 11
buttonresume.color = SKColor.black
buttonresume.size = CGSize(width: 0.1, height: 0.1)
buttonresume.alpha = 0.5
self.addChild(buttonresume)
self.scene?.isPaused = true
}
//random func (it helps for generate randomly civilians along the path
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//func to define civilians
func civilians() {
let civilian = SKSpriteNode(imageNamed: "PV")
civilian.name = "civilian"
//posiziono il civile
civilian.position = CGPoint(x: frame.size.width/8.0 * random(min: -1.5, max: 1.5), y: -frame.size.height * 0.45)
civilian.physicsBody = SKPhysicsBody(rectangleOf: civilian.size)
civilian.zPosition = 3
civilian.physicsBody?.categoryBitMask = CategoryMask.civilian_value.rawValue
civilian.physicsBody?.collisionBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.contactTestBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.isDynamic = true
//civilian size
civilian.size=CGSize(width: 0.2, height: 0.2)
//civilian movement
civilian.run(
SKAction.moveBy(x: 0.0, y: frame.size.height + civilian.size.height,duration: TimeInterval(1.77)))
addChild(civilian)
}
//func for the main character
func character(player: SKSpriteNode){
player.position = CGPoint(x: 0, y: 0)
player.size = CGSize(width: 0.2, height: 0.2)
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.2)
player.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(player)
player.run(SKAction.repeatForever(animation))
}
//func for generate the crowd
func crowdSpawn(){
var i = 0.0
var j = 0.25
var crowdRaw : Bool = true
while crowdRaw {
if i <= 1 {
let crowd = SKSpriteNode(imageNamed: "player1")
crowd.name = "crowd"
//posiziono il civile
crowd.size=CGSize(width: 0.15, height: 0.15)
crowd.position = CGPoint(x: -frame.size.width / 3.6 + CGFloat(i)/2 * crowd.size.width , y: frame.size.height / 2 + (CGFloat(j)*2) * -crowd.size.height)
crowd.zPosition = 3
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.25)
crowd.run(SKAction.repeatForever(animation))
crowd.run(SKAction.moveBy(x: frame.size.width / 16.0 + CGFloat(i) * crowd.size.width, y: 0, duration: 0))
let infectedCollision = SKSpriteNode(color: UIColor.red,
size: CGSize(width: 1, height: 0.1))
infectedCollision.physicsBody = SKPhysicsBody(rectangleOf: infectedCollision.size)
infectedCollision.physicsBody?.categoryBitMask = CategoryMask.crowd_value.rawValue
//collisionBitMask : qui la linea della folla non può collidere con il civilian
infectedCollision.physicsBody?.collisionBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.contactTestBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.isDynamic = true
infectedCollision.name = "infectedCollision"
infectedCollision.position = crowd.position
addChild(crowd)
addChild(infectedCollision)
i += 0.25
} else {
j += 0.25
i = 0.0
}
if j == 1 {
crowdRaw = false
}
}
}
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node?.position == contact.bodyB.node?.position {
let actionMoveDone = SKAction.removeFromParent()
civilian.run(SKAction.sequence([actionMoveDone]))
}
}
//func about the touches
func touchDown(atPoint pos : CGPoint) {
let action = SKAction.move(to: pos, duration: 1.0)
// playerSprite is a SpriteKit sprite node.
player.run(action)
}
//func about the touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
switch gameState {
case .ready:
gameState = .playing
case .playing:
for t in touches {
let location = t.location(in: self)
player.position.x = location.x/2
for node in self.nodes(at: location){
if node.name == "civilian" {
let explode = SKAction.colorize(with: UIColor.systemBlue,colorBlendFactor: 5.0, duration: 2)
let vanish = SKAction.fadeOut(withDuration: 2.0)
node.run(explode , completion: {
node.run(vanish) {
node.removeFromParent()
}
})
}else if node.name == "pause" {
pauseGame()
}else if node.name == "resume" {
self.scene?.isPaused = false
}
}
}
case .dead:
print("dead")
}
}
//function to have different backgrounds in scrolling (3 backgrounds in a loop)
func moveBackground(image: [String], x: CGFloat, z:CGFloat, duration: Double, size: CGSize) {
for i in 0...3 {
let background = SKSpriteNode(imageNamed: image[i])
background.position = CGPoint(x: x, y: size.height * CGFloat(i))
background.size = size
background.zPosition = z
let move = SKAction.moveBy(x: 0, y: -background.size.height*3, duration: 0)
let back = SKAction.moveBy(x: 0, y: background.size.height*3, duration: duration)
let sequence = SKAction.sequence([move,back])
let repeatAction = SKAction.repeatForever(sequence)
addChild(background)
background.run(repeatAction)
}
}
}
Ok, it was fun to recall how all this SpriteKit stuff works :D
First problem you have is node/sprite creation. The solution could be some kind of Factory pattern with more or less abstraction. GameScene doesn't have to know how nodes are initialized/configured. Scene could know only which type of nodes exist, and thats enough to get them ready for use.
//MARK: - Factory
protocol AbstractFactory {
func getNode()-> SKNode
func getNodeConfig()->SpriteConfig
}
class CivilianFactory : AbstractFactory {
// Local Constants
private struct K {
static let size = CGSize(width: 32, height: 32)
static let name = "civilian"
static let color = UIColor.yellow
}
// Here we get Civilian sprite config
func getNodeConfig() -> SpriteConfig {
let physics = SpritePhysicsConfig(categoryMask: Collider.civilian, contactMask: Collider.player | Collider.wall, collisionMask: Collider.none)
return SpriteConfig(name: K.name, size: K.size, color: K.color, physics: physics)
}
func getNode() -> SKNode {
let config = getNodeConfig()
let sprite = SKSpriteNode(color: config.color, size: config.size)
sprite.color = config.color
sprite.name = config.name
sprite.zPosition = 1
if let physics = config.physics {
sprite.physicsBody = SKPhysicsBody(rectangleOf: config.size)
sprite.physicsBody?.isDynamic = physics.isDynamic
sprite.physicsBody?.affectedByGravity = physics.isAffectedByGravity
sprite.physicsBody?.categoryBitMask = physics.categoryMask
sprite.physicsBody?.contactTestBitMask = physics.contactMask
sprite.physicsBody?.collisionBitMask = physics.collisionMask
}
}
return sprite
}
}
Same as this, You will make other "factories" as needed (just copy the factory and change visual/physics data setup). For this example I will make PlayerFactory.
and with next method I will create my nodes:
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
and then just use it like this:
let node = getNode(factory: self.civiliansFactory) // or self.whateverFactory
Here you just provide a factory you want (can be anything that conforms to AbstractFactory), and in return, You get a desired node (You can return here anything that is SKNode). This way, we have hid initialization process, dependencies etc. from outside world (GameScene), and put everything in one place.
So, quite flexible, plus removes a bunch of repeating code from your scene.
And here are config structs for sprites creation:
//MARK: - Sprite Config
struct SpriteConfig {
let name:String
let size:CGSize
let color:UIColor
let physics:SpritePhysicsConfig? // lets make this optional
}
struct SpritePhysicsConfig {
let categoryMask: UInt32
let contactMask: UInt32
let collisionMask:UInt32
let isDynamic:Bool
let isAffectedByGravity:Bool
init(categoryMask:UInt32, contactMask:UInt32, collisionMask:UInt32, isDynamic:Bool = true, isAffectedByGravity:Bool = false){
self.categoryMask = categoryMask
self.contactMask = contactMask
self.collisionMask = collisionMask
self.isDynamic = isDynamic
self.isAffectedByGravity = isAffectedByGravity
}
}
Now some useful extensions that I needed:
//MARK: - Extensions
//Extension borrowed from here : https://stackoverflow.com/a/37760551
extension CGRect {
func randomPoint(x:CGFloat? = nil, y:CGFloat? = nil) -> CGPoint {
let origin = self.origin
return CGPoint(x: x == nil ? CGFloat(arc4random_uniform(UInt32(self.width))) + origin.x : x!,
y: y == nil ? CGFloat(arc4random_uniform(UInt32(self.height))) + origin.y : y!)
}
}
//Extension borrowed from here: https://stackoverflow.com/a/33292919
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
return abs(CGFloat(hypotf(Float(point.x - x), Float(point.y - y))))
}
}
And the GameScene:
//MARK: - Game Scene
class GameScene: SKScene {
//MARK: - Local Constants
// It's always good to have some kind of local constants per file, so that you have all variables in one place when it comes to changing/tuning
private struct K {
struct Actions {
static let civilianSpawningKey = "civilian.spawning"
static let playerMovingKey = "player.moving"
static let spawningDuration:TimeInterval = 0.7
static let spawningRange = 0.2
static let fadeOutDuration:TimeInterval = 0.35
}
struct General {
static let playerSpeed:CGFloat = 350
}
}
//MARK: - Private Properties
private var player:SKSpriteNode?
// Just in case, nodes are removed after physics simulation is done (in didSimulatePhysics which is called in each frame)
// Frame-Cycle Events : https://developer.apple.com/documentation/spritekit/skscene/responding_to_frame-cycle_events
private var trash:[SKNode] = []
private let civilianFactory = CivilianFactory()
private let playerFactory = PlayerFactory()
//MARK: - Scene lifecycle
override func sceneDidLoad() {
physicsWorld.contactDelegate = self
spawnCivilians()
}
//MARK: - Creating & Spawning sprites
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
private func spawnCivilian(at position: CGPoint){
let node = getNode(factory: civilianFactory)
node.position = position
addChild(node)
}
private func spawnPlayer(at position: CGPoint){
// If its a first time, create player and leave it there
guard let `player` = player else {
let node = getNode(factory: playerFactory)
node.position = position
self.player = (node as? SKSpriteNode)
addChild(node)
return
}
// If player exists, move it around
let distance = player.position.distance(point: position)
let speed = K.General.playerSpeed
// To maintain same moving speed, cause if we use constant here, sprite would move faster or slower based on a given distance
let duration = distance / speed
let move = SKAction.move(to: position, duration:duration)
// This is a good way to check if some action is running
if player.action(forKey: K.Actions.playerMovingKey) != nil {
player.removeAction(forKey: K.Actions.playerMovingKey)
}
player.run(move, withKey: K.Actions.playerMovingKey)
}
private func spawnCivilians(){
let wait = SKAction .wait(forDuration: K.Actions.spawningDuration, withRange: K.Actions.spawningRange)
let spawn = SKAction.run({[weak self] in
guard let `self` = self else {return}
self.spawnCivilian(at: self.frame.randomPoint())
})
let spawning = SKAction.sequence([wait,spawn])
self.run(SKAction.repeatForever(spawning), withKey:K.Actions.civilianSpawningKey)
}
//MARK: - Touches Handling
func touchDown(atPoint pos : CGPoint) {
spawnPlayer(at: pos)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
}
So I pretty much commented everything. Here, you :
Start spawning civilians infinitely, immediately after the scene is loaded
On touch you add player to the scene
On every next touch player travels to the touch location (by the same speed)
And contacts:
//MARK: - Physics
struct Collider{
static let player : UInt32 = 0x1 << 0
static let civilian : UInt32 = 0x1 << 1
static let wall : UInt32 = 0x1 << 2
static let none : UInt32 = 0x0
}
extension GameScene: SKPhysicsContactDelegate{
//MARK: - Removing Sprites
override func didSimulatePhysics() {
for node in trash {
// first remove node from parent (with fadeOut)
node.run(SKAction.sequence([SKAction.fadeOut(withDuration: K.Actions.fadeOutDuration), SKAction.removeFromParent()]))
}
trash.removeAll() // then empty the trash
}
//MARK: Removing
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node, let nodeB = contact.bodyB.node else {
//Silliness like removing a node from a node tree before physics simulation is done will trigger this error
fatalError("Physics body without its node detected!")
}
let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch mask {
// Contact between player and civilian detected
case Collider.player | Collider.civilian:
if let civilian = (contact.bodyA.categoryBitMask == Collider.civilian ? nodeA : nodeB) as? SKSpriteNode
{
trash.append(civilian)
}
default:
break
}
}
}
I guess those contacts and node removal were your problem. The point is that nodes that have physics body, are safer to remove from a node tree when didSimulatePhysics method is finished. There is a link in comments that explains what happens each frame, but the bottom point is, that physics engine retains physics body cause simulation is not finished, but the node is removed and that often end up in some unexpected results.
So to try how this work, you just copy / paste it in your GameScene. Here is how it looks:
You can see how nodes are really removed by observing nodes count label. (to enable these labels, you just go (in your view controller class) with (self.view as? SKView)?.showsNodeCount = true, showsFPS, showsPhysics etc).

Object of the same size always appears to be stuck in front of the camera

I have created a small Augmented reality demo app where I wanted to place a large object in AR. But, it always appears to be stuck in front of the camera when the object is scaled to 1.0 and I am not able to see the object from all angles. Where as if I scaled it to 0.001 I am able to view the entire object from all angles. Can anyone please explain why I am facing such type of issue with large models and is there any way to fix this issue.
Dimension of the model:-
import UIKit
import ARKit
import SceneKit
class ViewController: UIViewController {
#IBOutlet weak var sceneView: ARSCNView!
private let configuration = ARWorldTrackingConfiguration()
private var node: SCNNode!
//MARK: - Life cycle
override func viewDidLoad() {
super.viewDidLoad()
self.sceneView.showsStatistics = false
self.sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints]
self.sceneView.automaticallyUpdatesLighting = false
self.sceneView.delegate = self
self.addTapGesture()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
configuration.planeDetection = .horizontal
self.sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
self.sceneView.session.pause()
}
//MARK: - Methods
func addObject(hitTestResult: ARHitTestResult) {
let scene = SCNScene(named: "art.scnassets/Cube.obj")!
let modelNode = scene.rootNode.childNodes.first
modelNode?.position = SCNVector3(hitTestResult.worldTransform.columns.1.x,
hitTestResult.worldTransform.columns.2.y,
-800)
let scale = 1
modelNode?.scale = SCNVector3(scale, scale, scale)
self.node = modelNode
self.sceneView.scene.rootNode.addChildNode(modelNode!)
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light?.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 20)
self.sceneView.scene.rootNode.addChildNode(lightNode)
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light?.type = .ambient
ambientLightNode.light?.color = UIColor.darkGray
self.sceneView.scene.rootNode.addChildNode(ambientLightNode)
}
private func addTapGesture() {
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(didTap(_:)))
self.sceneView.addGestureRecognizer(tapGesture)
}
#objc func didTap(_ gesture: UIPanGestureRecognizer) {
let tapLocation = gesture.location(in: self.sceneView)
let results = self.sceneView.hitTest(tapLocation, types: .featurePoint)
guard let result = results.first else {
return
}
let translation = result.worldTransform.translation
guard let node = self.node else {
self.addObject(hitTestResult: result)
return
}
node.position = SCNVector3Make(translation.x, translation.y, translation.z)
self.sceneView.scene.rootNode.addChildNode(self.node)
}
}
extension float4x4 {
var translation: SIMD3<Float> {
let translation = self.columns.3
return SIMD3<Float>(translation.x, translation.y, translation.z)
}
}
Also, please find attached the link of the videos:-
Video capture after scaling the model to 0.001
https://drive.google.com/open?id=1sBFEyleSIBMmQV5MgA6rOqJZEc0YUyKR
Video capture after scaling the model to 1
https://drive.google.com/open?id=1k5-adqLCcwaXoYY1ZePE2D-mOdyLvHvi
With the scale of 1, I am not able to see the entire object from all angles and the object also moves with the iPad camera. Is there any way to position the object at a fixed place?
Thank you in advance.
Updated
I've checked it. Your model is in a wrong initial scale. It's in meters!
Width = 786 meters
Height = 676 meters
Depth = 456 meters
Use the following values to scale a model down:
let scene = SCNScene(named: "art.scnassets/Cube.scn")!
let modelNode: SCNNode? = scene.rootNode.childNode(withName: "_material_1",
recursively: true)
let scale: Float = 0.002 // 500 times smaller
modelNode?.scale = SCNVector3(scale, scale, scale)
...and return your model back along Z axis:
modelNode?.position.z = 0
That's why your model is stuck in front of the camera – it's due to the fact that you've placed a model 800 meters away from the origin of coordinates. So you couldn't look at it at a right parallax.
Try the following code in order to accommodate your model at expected hit-test position:
#objc func tap(gesture: UITapGestureRecognizer) {
let touch: CGPoint = gesture.location(in: sceneView)
let result: [ARHitTestResult] = sceneView.hitTest(touch,
types: .existingPlaneUsingExtent)
guard let hitTest: ARHitTestResult = result.first
else { return }
self.loadModel(hitTest)
}
Then create a content for a loadModel(:_) method:
func loadModel(_ result: ARHitTestResult) {
let scene = SCNScene(named: "art.scnassets/myScene.scn")!
let node: SCNNode? = scene.rootNode.childNode(withName: "model",
recursively: true)
node?.position = SCNVector3(result.worldTransform.columns.3.x,
result.worldTransform.columns.3.y,
result.worldTransform.columns.3.z)
// Please consider that ARKit's and SceneKit's scenes are in Meters
node?.scale = SCNVector3(0.5, 2.0, 0.5)
self.sceneView.scene.rootNode.addChildNode(node!)
}
And then feed a #selector with #objc tap method:
override func viewDidLoad() {
super.viewDidLoad()
let gestureRecognizer = UITapGestureRecognizer(target: self,
action: #selector(tap))
self.sceneView.addGestureRecognizer(gestureRecognizer)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal
self.sceneView.session.run(config)
}
And it seems to me that you use a wrong transform, 'cause it's located at the last column of 4x4 transformation matrix:
┌ ┐
| 1 0 0 tx |
| 0 1 0 ty |
| 0 0 1 tz |
| 0 0 0 1 |
└ ┘
1. check where is a pivot point of your 3D model? If pivot point of your model is offset along +Z axes then it always stands in front of your camera.
2. Check if a scale of your model is not in tens or hundreds of meters.
#Scale Solution:
If you wanna have a node with a default scale (1.0) put your modelNode with scale=0.002 into parent node with scale=1.0:
let scene = SCNScene(named: "art.scnassets/Cube.scn")!
let modelNode: SCNNode? = scene.rootNode.childNode(withName: "_material_1",
recursively: true)
let scale: Float = 0.002 // 500 times smaller
modelNode?.scale = SCNVector3(scale, scale, scale)
let defaultScaleNode = SCNNode()
defaultScaleNode.addChildNode(modelNode!)
defaultScaleNode.scale = SCNVector3(1.0, 1.0, 1.0)

Why is SCNNode "jiggling" when dropped onto SCNPlane?

I have a SCNPlane that is added to the scene when a sufficient area is detected for a horizontal surface. The plane appears to be placed in a correct spot, according to the floor/table it's being placed on. The problem is when I drop a SCNNode(this has been consistent whether it was a box, pyramid, 3D-model, etc.) onto the plane, it will eventually find a spot to land and 99% start jiggling all crazy. Very few times has it just landed and not moved at all. I also think this may be cause by the node being dropped and landing slightly below the plane surface. It is not "on top" neither "below" the plane. Maybe the node is freaking out because it's kind of teetering between both levels?
Here is a video of what's going on, you can see at the beginning that the box is below and above the plane and the orange box does stop when it collides with the dark blue box, but does go back to its jiggling ways when the green box collides with it at the end:
The code is here on github
I will also show some of the relevant parts embedded in code:
I just create a Plane class to add to the scene when I need to
class Plane: SCNNode {
var anchor :ARPlaneAnchor
var planeGeometry :SCNPlane!
init(anchor :ARPlaneAnchor) {
self.anchor = anchor
super.init()
setup()
}
func update(anchor: ARPlaneAnchor) {
self.planeGeometry.width = CGFloat(anchor.extent.x)
self.planeGeometry.height = CGFloat(anchor.extent.z)
self.position = SCNVector3Make(anchor.center.x, 0, anchor.center.z)
let planeNode = self.childNodes.first!
planeNode.physicsBody = SCNPhysicsBody(type: .static, shape: SCNPhysicsShape(geometry: self.planeGeometry, options: nil))
}
private func setup() {
//plane dimensions
self.planeGeometry = SCNPlane(width: CGFloat(self.anchor.extent.x), height: CGFloat(self.anchor.extent.z))
//plane material
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "tronGrid.png")
self.planeGeometry.materials = [material]
//plane geometry and physics
let planeNode = SCNNode(geometry: self.planeGeometry)
planeNode.physicsBody = SCNPhysicsBody(type: .static, shape: SCNPhysicsShape(geometry: self.planeGeometry, options: nil))
planeNode.physicsBody?.categoryBitMask = BodyType.plane.rawValue
planeNode.position = SCNVector3Make(anchor.center.x, 0, anchor.center.z)
planeNode.transform = SCNMatrix4MakeRotation(Float(-Double.pi / 2.0), 1, 0, 0)
//add plane node
self.addChildNode(planeNode)
}
This is the ViewController
enum BodyType: Int {
case box = 1
case pyramid = 2
case plane = 3
}
class ViewController: UIViewController, ARSCNViewDelegate, SCNPhysicsContactDelegate {
//outlets
#IBOutlet var sceneView: ARSCNView!
//globals
var planes = [Plane]()
var boxes = [SCNNode]()
//life cycle
override func viewDidLoad() {
super.viewDidLoad()
//set sceneView's frame
self.sceneView = ARSCNView(frame: self.view.frame)
//add debugging option for sceneView (show x, y , z coords)
self.sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints, ARSCNDebugOptions.showWorldOrigin]
//give lighting to the scene
self.sceneView.autoenablesDefaultLighting = true
//add subview to scene
self.view.addSubview(self.sceneView)
// Set the view's delegate
sceneView.delegate = self
//subscribe to physics contact delegate
self.sceneView.scene.physicsWorld.contactDelegate = self
//show statistics such as fps and timing information
sceneView.showsStatistics = true
//create new scene
let scene = SCNScene()
//set scene to view
sceneView.scene = scene
//setup recognizer to add scooter to scene
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(tapped))
sceneView.addGestureRecognizer(tapGestureRecognizer)
}
//MARK: helper funcs
#objc func tapped(recognizer: UIGestureRecognizer) {
let scnView = recognizer.view as! ARSCNView
let touchLocation = recognizer.location(in: scnView)
let touch = scnView.hitTest(touchLocation, types: .existingPlaneUsingExtent)
//take action if user touches box
if !touch.isEmpty {
guard let hitResult = touch.first else { return }
addBox(hitResult: hitResult)
}
}
private func addBox(hitResult: ARHitTestResult) {
let boxGeometry = SCNBox(width: 0.1,
height: 0.1,
length: 0.1,
chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIColor(red: .random(),
green: .random(),
blue: .random(),
alpha: 1.0)
boxGeometry.materials = [material]
let boxNode = SCNNode(geometry: boxGeometry)
//adding physics body, a box already has a shape, so nil is fine
boxNode.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
//set bitMask on boxNode, enabling objects with diff categoryBitMasks to collide w/ each other
boxNode.physicsBody?.categoryBitMask = BodyType.plane.rawValue | BodyType.box.rawValue
boxNode.position = SCNVector3(hitResult.worldTransform.columns.3.x,
hitResult.worldTransform.columns.3.y + 0.3,
hitResult.worldTransform.columns.3.z)
self.sceneView.scene.rootNode.addChildNode(boxNode)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
//track objects in ARWorld and start session
sceneView.session.run(configuration)
}
//MARK: - ARSCNViewDelegate
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//if no anchor found, don't render anything!
if !(anchor is ARPlaneAnchor) {
return
}
DispatchQueue.main.async {
//add plane to scene
let plane = Plane(anchor: anchor as! ARPlaneAnchor)
self.planes.append(plane)
node.addChildNode(plane)
//add initial scene object
let pyramidGeometry = SCNPyramid(width: CGFloat(plane.planeGeometry.width / 8), height: plane.planeGeometry.height / 8, length: plane.planeGeometry.height / 8)
pyramidGeometry.firstMaterial?.diffuse.contents = UIColor.white
let pyramidNode = SCNNode(geometry: pyramidGeometry)
pyramidNode.name = "pyramid"
pyramidNode.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
pyramidNode.physicsBody?.categoryBitMask = BodyType.pyramid.rawValue | BodyType.plane.rawValue
pyramidNode.physicsBody?.contactTestBitMask = BodyType.box.rawValue
pyramidNode.position = SCNVector3(-(plane.planeGeometry.width) / 3, 0, plane.planeGeometry.height / 3)
node.addChildNode(pyramidNode)
}
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
let plane = self.planes.filter {
plane in return plane.anchor.identifier == anchor.identifier
}.first
if plane == nil {
return
}
plane?.update(anchor: anchor as! ARPlaneAnchor)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
//pause session
sceneView.session.pause()
}
}
I think i followed the same tutorial. I also had same result. Reason is because when the cube drops from higher place, it accelerates and doesnot exactly hit on the plane but passes through. If you scale down the cube to '1 mm' you can see box completely passes through plane and continue falling below plane. You can try droping cube from nearer to the plane, box drops slower and this 'jiggling' will not occur. Or you can try with box with small height instead of plane.
I had the same problem i found out one solution.I was initializing the ARSCNView programmatically.I just removed those code and just added a ARSCNView in the storyboard joined it in my UIViewcontroller class using IBOutlet it worked like a charm.
Hope it helps anyone who is going through this problem.
The same code is below.
#IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
self.sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints,ARSCNDebugOptions.showWorldOrigin]
sceneView.delegate = self
sceneView.showsStatistics = true
let scene = SCNScene()
sceneView.scene = scene
}
The "jiggling" is probably caused by an incorrect gravity vector. Try experimenting with setting the gravity of your scene.
For example, add this to your viewDidLoad function:
sceneView.scene.physicsWorld.gravity = SCNVector3Make(0.0, -1.0, 0.0)
I found that setting the gravity - either through code, or by loading an empty scene - resolves this issue.

ARKit interaction (gesture)

I am trying to make an iOS app using ARKit. So far I have used the "placing objects" example by Apple and augmented it so it has my own geometry. This part all works great.
I have several different objects that can be placed on the ground. To explain the objects in simple terms, they are boxes with doors on the front of them.
The problem I have is that I now want to add gestures to the app so when the door is tapped it rotates open. And then when it is tapped again the door closes.
I have looked for some tutorial on how to do this but couldn't find anything. Can someone explain to me how to do this or point me to a tutorial showing how to achieve this interactivity.
Thank you! :)
Below is a basic swift Playground which creates a door at loading. By tapping on the door you can rotate open, tapping again will close the door. I’ve broken the code up into different functions so you can see how the door opens & then closes.
import ARKit
import SceneKit
import PlaygroundSupport
class ViewController: NSObject {
var doorNode: SCNNode!
var doorisOpen: Bool!
var sceneView: ARSCNView
init(sceneView: ARSCNView) {
self.sceneView = sceneView
super.init()
self.setupWorldTracking()
self.sceneView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(ViewController.handleTap(_:))))
// place door
self.sceneView.scene.rootNode.addChildNode(createDoor(position: SCNVector3(0,0,-1)))
}
private func setupWorldTracking() {
if ARWorldTrackingConfiguration.isSupported {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
configuration.isLightEstimationEnabled = true
self.sceneView.session.run(configuration, options: [])
}
}
#objc func handleTap(_ gesture: UITapGestureRecognizer) {
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let tappedNode = self.sceneView.hitTest(gesture.location(in: gesture.view), options: [:])
if !tappedNode.isEmpty {
let node = tappedNode[0].node
if doorisOpen == true {
// rotate door
closeDoor()
} else {
// rotate door
openDoor()
}
} else {
return
}
}
func createDoor(position: SCNVector3) -> SCNNode {
let door = SCNBox(width: 0.3, height: 0.7, length: 0.025, chamferRadius: 0)
doorNode = SCNNode(geometry: door)
door.firstMaterial?.locksAmbientWithDiffuse = true
door.firstMaterial?.diffuse.contents = UIColor.brown
// place door
doorNode.position = position
// Pivot door from the end
endPivot(for: doorNode)
return doorNode
}
func openDoor() {
let rotate = SCNAction.rotateBy(x: 0, y: CGFloat(degToRadians(degrees: 90)), z: 0, duration: 1)
doorNode.runAction(rotate)
doorisOpen = true
}
func closeDoor() {
let rotate = SCNAction.rotateBy(x: 0, y: CGFloat(degToRadians(degrees: -90)), z: 0, duration: 1)
doorNode.runAction(rotate)
doorisOpen = false
}
func endPivot(for node: SCNNode) {
var min = SCNVector3Zero
var max = SCNVector3Zero
node.__getBoundingBoxMin(&min, max: &max)
node.pivot = SCNMatrix4MakeTranslation(min.x, 0, 0)
}
func degToRadians(degrees:Double) -> Double
{
return degrees * (M_PI / 180);
}
}
let sceneView = ARSCNView()
let viewController = ViewController(sceneView: sceneView)
sceneView.autoenablesDefaultLighting = true
PlaygroundPage.current.needsIndefiniteExecution = true
PlaygroundPage.current.liveView = viewController.sceneView

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
}
}

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