Add shape to sphere surface in SceneKit - ios

I'd like to be able to add shapes to the surface of a sphere using SceneKit. I started with a simple example where I'm just trying to color a portion of the sphere's surface another color. I'd like this to be an object that can be tapped, selected, etc... so my thought was to add shapes as SCNNodes using custom SCNShape objects for the geometry.
What I have now is a blue square that I'm drawing from a series of points and adding to the scene containing a red sphere. It basically ends up tangent to a point on the sphere, but the real goal is to draw it on the surface. Is there anything in SceneKit that will allow me to do this? Do I need to do some math/geometry to make it the same shape as the sphere or map to a sphere's coordinates? Is what I'm trying to do outside the scope of SceneKit?
If this question is way too broad I'd be glad if anyone could point me towards books or resources to learn what I'm missing. I'm totally new to SceneKit and 3D in general, just having fun playing around with some ideas.
Here's some playground code for what I have now:
import UIKit
import SceneKit
import XCPlayground
class SceneViewController: UIViewController {
let sceneView = SCNView()
private lazy var sphere: SCNSphere = {
let sphere = SCNSphere(radius: 100.0)
sphere.materials = [self.surfaceMaterial]
return sphere
}()
private lazy var testScene: SCNScene = {
let scene = SCNScene()
let sphereNode: SCNNode = SCNNode(geometry: self.sphere)
sphereNode.addChildNode(self.blueChildNode)
scene.rootNode.addChildNode(sphereNode)
//scene.rootNode.addChildNode(self.blueChildNode)
return scene
}()
private lazy var surfaceMaterial: SCNMaterial = {
let material = SCNMaterial()
material.diffuse.contents = UIColor.redColor()
material.specular.contents = UIColor(white: 0.6, alpha: 1.0)
material.shininess = 0.3
return material
}()
private lazy var blueChildNode: SCNNode = {
let node: SCNNode = SCNNode(geometry: self.blueGeometry)
node.position = SCNVector3(0, 0, 100)
return node
}()
private lazy var blueGeometry: SCNShape = {
let points: [CGPoint] = [
CGPointMake(0, 0),
CGPointMake(50, 0),
CGPointMake(50, 50),
CGPointMake(0, 50),
CGPointMake(0, 0)]
var pathRef: CGMutablePathRef = CGPathCreateMutable()
CGPathAddLines(pathRef, nil, points, points.count)
let bezierPath: UIBezierPath = UIBezierPath(CGPath: pathRef)
let shape = SCNShape(path: bezierPath, extrusionDepth: 1)
shape.materials = [self.blueNodeMaterial]
return shape
}()
private lazy var blueNodeMaterial: SCNMaterial = {
let material = SCNMaterial()
material.diffuse.contents = UIColor.blueColor()
return material
}()
override func viewDidLoad() {
super.viewDidLoad()
sceneView.frame = self.view.bounds
sceneView.backgroundColor = UIColor.blackColor()
self.view.addSubview(sceneView)
sceneView.autoenablesDefaultLighting = true
sceneView.allowsCameraControl = true
sceneView.scene = testScene
}
}
XCPShowView("SceneKit", view: SceneViewController().view)

If you want to map 2D content into the surface of a 3D SceneKit object, and have the 2D content be dynamic/interactive, one of the easiest solutions is to use SpriteKit for the 2D content. You can set your sphere's diffuse contents to an SKScene, and create/position/decorate SpriteKit nodes in that scene to arrange them on the face of the sphere.
If you want to have this content respond to tap events... Using hitTest in your SceneKit view gets you a SCNHitTestResult, and from that you can get texture coordinates for the hit point on the sphere. From texture coordinates you can convert to SKScene coordinates and spawn nodes, run actions, or whatever.
For further details, your best bet is probably Apple's SceneKitReel sample code project. This is the demo that introduced SceneKit for iOS at WWDC14. There's a "slide" in that demo where paint globs fly from the camera at a spinning torus and leave paint splashes where they hit it — the torus has a SpriteKit scene as its material, and the trick for leaving splashes on collisions is basically the same hit test -> texture coordinate -> SpriteKit coordinate approach outlined above.

David Rönnqvist's SceneKit book (available as an iBook) has an example (the EarthView example, a talking globe, chapter 5) that is worth looking at. That example constructs a 3D pushpin, which is then attached to the surface of a globe at the location of a tap.
Your problem is more complicated because you're constructing a shape that covers a segment of the sphere. Your "square" is really a spherical trapezium, a segment of the sphere bounded by four great circle arcs. I can see three possible approaches, depending on what you're ultimately looking for.
The simplest way to do it is to use an image as the material for the sphere's surface. That approach is well illustrated in the Ronnqvist EarthView example, which uses several images to show the earth's surface. Instead of drawing continents, you'd draw your square. This approach isn't suitable for interactivity, though. Look at SCNMaterial.
Another approach would be to use hit test results. That's documented on SCNSceneRenderer (which SCNView complies with) and SCNHitTest. Using the hit test results, you could pull out the face that was tapped, and then its geometry elements. This won't get you all the way home, though, because SceneKit uses triangles for SCNSphere, and you're looking for quads. You will also be limited to squares that line up with SceneKit's underlying wireframe representation.
If you want full control of where the "square" is drawn, including varying its angle relative to the equator, I think you'll have to build your own geometry from scratch. That means calculating the latitude/longitude of each corner point, then generating arcs between those points, then calculating a bunch of intermediate points along the arcs. You'll have to add a fudge factor, to raise the intermediate points slightly above the sphere's surface, and build up your own quads or triangle strips. Classes here are SCNGeometry, SCNGeometryElement, and SCNGeometrySource.

Related

How to scale and position a SCNNode that has a SCNSkinner attached?

Using SceneKit, I'm loading a very simple .dae file consisting of a large cylinder with three associated bones. I want to scale the cylinder down and position it on the ground. Here's the code
public class MyNode: SCNNode {
public convenience init() {
self.init()
let scene = SCNScene(named: "test.dae")
let cylinder = (scene?.rootNode.childNode(withName: "Cylinder", recursively: true))!
let scale: Float = 0.1
cylinder.scale = SCNVector3Make(scale, scale, scale)
cylinder.position = SCNVector3(0, scale, 0)
self.addChildNode(cylinder)
}
}
This doesn't work; the cylinder is still huge when I view it. The only way I can get the code to work is to remove associated SCNSKinner.
cylinder.skinner = nil
Why does this happen and how can I properly scale and position the model, bones and all?
when a geometry is skinned it is driven by its skeleton. Which means that the transform of the skinned node is no longer used, it's the transforms of the bones that are important.
For this file Armature is the root of the skeleton. If you translate/scale this node instead of Cylinder you'll get what you want.

Align 3D object parallel to vertical plane detected by estametedVerticalPlane

I have this book, but I'm currently remixing the furniture app from the video tutorial that was free on AR/VR week.
I would like to have a 3D wall canvas aligned with the wall/vertical plane detected.
This is proving to be harder than I thought. Positioning isn't an issue. Much like the furniture placement app you can just get the column3 of the hittest.worldtransform and provide the new geometry this vector3 for position.
But I do not know what I have to do to get my 3D object rotated to face forward on the aligned detected plane. As I have a canvas object, the photo is on one side of the canvas. On placement, the photo is ALWAYS facing away.
I thought about applying a arbitrary rotation to the canvas to face forward but that then was only correct if I was looking north and place a canvas on a wall to my right.
I'v tried quite a few solutions on line all but one always use .existingPlaneUsingExtent. for vertical plane detections. This allows for you to get the ARPlaneAnchor from the
hittest.anchor? as ARPlaneAnchor.
If you try this when using .estimatedVerticalPlane the anchor? is nil
I also didn't continue down this route as my horizontal 3D objects started getting placed in the air. This maybe down to a control flow logic but I am ignoring it until the vertical canvas placement is working.
My current train of thought is to get the front vector of the canvas and rotate it towards the front facing vector of the vertical plane detected UIImage or the hittest point.
How would I get a forward vector from a 3D point. OR get the front vector from the grid image, that is a UIImage that is placed as an overlay when ARKit detects a vertical wall?
Here is an example. The canvas is showing the back of the canvas and is not parallel with the detected vertical plane that is the column. But there is a "Place Poster Here" grid which is what I want the canvas to align with and I'm able to see the photo.
Things I have tried.
using .estimatedVerticalPlane
ARKit estimatedVerticalPlane hit test get plane rotation
I don't know how to correctly apply this matrix and eular angle results from the SO answer.
my add picture function.
func addPicture(hitTestResult: ARHitTestResult) {
// I would like to convert estimate hitTest to a anchorpoint
// it is easier to rotate a node to a anchorpoint over calculating eularAngles
// we have all detected anchors in the _Renderer SCNNode. however there are
// Get the current furniture item, correct its position if necessary,
// and add it to the scene.
let picture = pictureSettings.currentPicturePiece()
//look for the vertical node geometry in verticalAnchors
if let hitPlaneAnchor = hitTestResult.anchor as? ARPlaneAnchor {
if let anchoredNode = verticalAnchors[hitPlaneAnchor]{
//code removed as a .estimatedVerticalPlane hittestResult doesn't get here
}
}else{
// Transform hitresult to world coords
let worldTransform = hitTestResult.worldTransform
let anchoredNodeOrientation = worldTransform.eulerAngles
picture.rotation.y =
-.pi * anchoredNodeOrientation.y
//set the transform matirs
let positionMatris = worldTransform.columns.3
let position = SCNVector3 (
positionMatris.x,
positionMatris.y,
positionMatris.z
)
picture.position = position + pictureSettings.currentPictureOffset();
}
//parented to rootNode of the scene
sceneView.scene.rootNode.addChildNode(picture)
}
Thanks for any help available.
Edited:
I have notice the 'handness' or the 3D model isn't correct/ is opposite?
Positive Z is pointing to the Left and Positive X is facing the camera for what I would expects is the front of the model. Is this a issue?
You should try to avoid adding node directly into the scene using world coordinates. Rather you should notify the ARSession of an area of interest by adding an ARAnchor then use the session callback to vend an SCNNode for the added anchor.
For example your hit test might look something like:
#objc func tapped(_ sender: UITapGestureRecognizer) {
let location = sender.location(in: sender.view)
guard let hitTestResult = sceneView.hitTest(location, types: [.existingPlaneUsingGeometry, .estimatedVerticalPlane]).first,
let planeAnchor = hitTestResult.anchor as? ARPlaneAnchor,
planeAnchor.alignment == .vertical else { return }
let anchor = ARAnchor(transform: hitTestResult.worldTransform)
sceneView.session.add(anchor: anchor)
}
Here a tap gesture recognized is used to detect taps within an ARSCNView. When a tap is detected a hit test is performed looking for existing and estimated planes. If the plane is vertical, we add an ARAnchor is added with the worldTransform of the hit test result, and we add that anchor to the ARSession. This will register that point as an area of interest for the ARSession, so we'll receive better tracking and less drift after our content is added there.
Next, we need to vend our SCNNode for the newly added ARAnchor. For example
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
if anchor is ARPlaneAnchor {
let anchorNode = SCNNode()
anchorNode.name = "anchor"
return anchorNode
} else {
let plane = SCNPlane(width: 0.67, height: 1.0)
plane.firstMaterial?.diffuse.contents = UIImage(named: "monaLisa")
let planeNode = SCNNode(geometry: plane)
planeNode.eulerAngles = SCNVector3(CGFloat.pi * -0.5, 0.0, 0.0)
let node = SCNNode()
node.addChildNode(planeNode)
return node
}
}
Here we're first checking if the anchor is an ARPlaneAnchor. If it is, we vend an empty node for debugging purposes. If it is not, then it is an anchor that was added as the result of a hit test. So we create a geometry and node for the most recent tap. Because it is a vertical plane and our content is lying flat need to rotate it about the x axis. So we adjust it's eulerAngles to have it be upright. If we were to return planeNode directly adjustment to eulerAngles would be removed so we add it as a child node of an empty node and return it.
Should result in something like the following.

ARKit hide objects behind walls

How can I use the horizontal and vertical planes tracked by ARKit to hide objects behind walls/ behind real objects? Currently the 3D added objects can be seen through walls when you leave a room and/ or in front of objects that they should be behind. So is it possible to use the data ARKit gives me to provide a more natural AR experience without the objects appearing through walls?
You have two issues here.
(And you didn't even use regular expressions!)
How to create occlusion geometry for ARKit/SceneKit?
If you set a SceneKit material's colorBufferWriteMask to an empty value ([] in Swift), any objects using that material won't appear in the view, but they'll still write to the z-buffer during rendering, which affects the rendering of other objects. In effect, you'll get a "hole" shaped like your object, through which the background shows (the camera feed, in the case of ARSCNView), but which can still obscure other SceneKit objects.
You'll also need to make sure that an occluded renders before any other nodes it's supposed to obscure. You can do this using node hierarchy ( I can't remember offhand whether parent nodes render before their children or the other way around, but it's easy enough to test). Nodes that are peers in the hierarchy don't have a deterministic order, but you can force an order regardless of hierarchy with the renderingOrder property. That property defaults to zero, so setting it to -1 will render before everything. (Or for finer control, set the renderingOrders for several nodes to a sequence of values.)
How to detect walls/etc so you know where to put occlusion geometry?
In iOS 11.3 and later (aka "ARKit 1.5"), you can turn on vertical plane detection. (Note that when you get vertical plane anchors back from that, they're automatically rotated. So if you attach models to the anchor, their local "up" direction is normal to the plane.) Also new in iOS 11.3, you can get a more detailed shape estimate for each detected plane (see ARSCNPlaneGeometry), regardless of its orientation.
However, even if you have the horizontal and the vertical, the outer limits of a plane are just estimates that change over time. That is, ARKit can quickly detect where part of a wall is, but it doesn't know where the edges of the wall are without the user spending some time waving the device around to map out the space. And even then, the mapped edges might not line up precisely with those of the real wall.
So... if you use detected vertical planes to occlude virtual geometry, you might find places where virtual objects that are supposed to be hidden show through, either by being not quite hiding right at the edge of the wall, or being visible through places where ARKit hasn't mapped the entire real wall. (The latter issue you might be able to solve by assuming a larger extent than ARKit does.)
For creating an occlusion material (also known as blackhole material or blocking material) you have to use the following instance properties: .colorBufferWriteMask, .readsFromDepthBuffer, .writesToDepthBuffer and .renderingOrder.
You can use them this way:
plane.geometry?.firstMaterial?.isDoubleSided = true
plane.geometry?.firstMaterial?.colorBufferWriteMask = .alpha
plane.geometry?.firstMaterial?.writesToDepthBuffer = true
plane.geometry?.firstMaterial?.readsFromDepthBuffer = true
plane.renderingOrder = -100
...or this way:
func occlusion() -> SCNMaterial {
let occlusionMaterial = SCNMaterial()
occlusionMaterial.isDoubleSided = true
occlusionMaterial.colorBufferWriteMask = []
occlusionMaterial.readsFromDepthBuffer = true
occlusionMaterial.writesToDepthBuffer = true
return occlusionMaterial
}
plane.geometry?.firstMaterial = occlusion()
plane.renderingOrder = -100
In order to create an occlusion material it's really simple
let boxGeometry = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
// Define a occlusion material
let occlusionMaterial = SCNMaterial()
occlusionMaterial.colorBufferWriteMask = []
boxGeometry.materials = [occlusionMaterial]
self.box = SCNNode(geometry: boxGeometry)
// Set rendering order to present this box in front of the other models
self.box.renderingOrder = -1
Great solution:
GitHub: arkit-occlusion
Worked for me.
But in my case i wanted to set the walls by code. So if you don't want to set the Walls by user -> use the plane detection to detect walls and set the walls by code.
Or in a range of 4 meters the iphone depht sensor works and you can detect obstacles with ARHitTest.
ARKit 6.0 and LiDAR scanner
You can hide any object behind a virtual invisible wall that replicates real wall geometry. iPhones and iPads Pro equipped with a LiDAR scanner help us reconstruct a 3d topological map of surrounding environment. LiDAR scanner greatly improves a quality of Z channel that allows occlude or remove humans from AR scene.
Also LiDAR improves such feature as Object Occlusion, Motion Tracking and Raycasting. With LiDAR scanner you can reconstruct a scene even in a unlit environment or in a room having white walls with no features at all. 3d reconstruction of surrounding environment has become possible in ARKit 6.0 thanks to sceneReconstruction instance property. Having a reconstructed mesh of your walls it's now super easy to hide any object behind real walls.
To activate a sceneReconstruction instance property in ARKit 6.0 use the following code:
#IBOutlet var arView: ARView!
arView.automaticallyConfigureSession = false
guard ARWorldTrackingConfiguration.supportsSceneReconstruction(.mesh)
else { return }
let config = ARWorldTrackingConfiguration()
config.sceneReconstruction = .mesh
arView.debugOptions.insert([.showSceneUnderstanding])
arView.environment.sceneUnderstanding.options.insert([.occlusion])
arView.session.run(config)
Also if you're using SceneKit try the following approach:
#IBOutlet var sceneView: ARSCNView!
func renderer(_ renderer: SCNSceneRenderer,
nodeFor anchor: ARAnchor) -> SCNNode? {
guard let meshAnchor = anchor as? ARMeshAnchor
else { return nil }
let geometry = SCNGeometry(arGeometry: meshAnchor.geometry)
geometry.firstMaterial?.diffuse.contents =
colorizer.assignColor(to: meshAnchor.identifier)
‍
let node = SCNNode()
node.name = "Node_\(meshAnchor.identifier)"
node.geometry = geometry
return node
}
func renderer(_ renderer: SCNSceneRenderer,
didUpdate node: SCNNode,
for anchor: ARAnchor) {
guard let meshAnchor = anchor as? ARMeshAnchor
else { return }
let newGeometry = SCNGeometry(arGeometry: meshAnchor.geometry)
newGeometry.firstMaterial?.diffuse.contents =
colorizer.assignColor(to: meshAnchor.identifier)
node.geometry = newGeometry
}
And here are SCNGeometry and SCNGeometrySource extensions:
extension SCNGeometry {
convenience init(arGeometry: ARMeshGeometry) {
let verticesSource = SCNGeometrySource(arGeometry.vertices,
semantic: .vertex)
let normalsSource = SCNGeometrySource(arGeometry.normals,
semantic: .normal)
let faces = SCNGeometryElement(arGeometry.faces)
self.init(sources: [verticesSource, normalsSource], elements: [faces])
}
}
extension SCNGeometrySource {
convenience init(_ source: ARGeometrySource, semantic: Semantic) {
self.init(buffer: source.buffer, vertexFormat: source.format,
semantic: semantic,
vertexCount: source.count,
dataOffset: source.offset,
dataStride: source.stride)
}
}
...and SCNGeometryElement and SCNGeometryPrimitiveType extensions:
extension SCNGeometryElement {
convenience init(_ source: ARGeometryElement) {
let pointer = source.buffer.contents()
let byteCount = source.count *
source.indexCountPerPrimitive *
source.bytesPerIndex
let data = Data(bytesNoCopy: pointer,
count: byteCount,
deallocator: .none)
self.init(data: data, primitiveType: .of(source.primitiveType),
primitiveCount: source.count,
bytesPerIndex: source.bytesPerIndex)
}
}
extension SCNGeometryPrimitiveType {
static func of(type: ARGeometryPrimitiveType) -> SCNGeometryPrimitiveType {
switch type {
case .line: return .line
case .triangle: return .triangles
}
}
}

How can I combine SceneKit with existing OpenGL using SCNRenderer?

I would like to use SceneKit’s SCNRenderer to draw a few models into my existing GLKit OpenGL ES 3.0 application and match my existing modelViewProjection transform. When I load a SceneKit scene and render it using SCNRenderer the SceneKit camera transformations seem to be ignored and I just get a default bounding box view. More generally of course I would prefer to supply my own matrix and I am not sure how to do that.
//
// Called from my glkView(view: GLKView, drawInRect rect: CGRect)
//
// Load the scene
let scene = SCNScene(named: "art.scnassets/model.scn")!
// Create and add regular SceneKit camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: 0, y: 0, z: 10)
scene.rootNode.addChildNode(cameraNode)
// Render into the current OpenGL context
let renderer = SCNRenderer( context: EAGLContext.currentContext(), options: nil )
renderer.scene = scene
renderer.renderAtTime(0)
I see that there is a projectionTransform exposed on the SCN Camera and I have tried manipulating that as well, but with no results. I’m also guessing that that is just literally a projection transform and not expecting the full modelViewProjection transform.
// Probably WRONG
cameraNode.camera!.projectionTransform = SCNMatrix4FromGLKMatrix4( modelViewProjectionTransform )
Does anyone have an example of mixing SceneKit into OpenGL drawing in this way? Thanks.
EDIT:
Bobelyuk's reference to the example is on point and has helped me solve half of my problem so far. It turns out that although I was adding the camera node I had failed to set the camera node as the 'pointOfView':
scene.pointOfView = cameraNode
The example appears to show how to take an opengl matrix and invert it to set it on the camera, however as of yet I have not been able to get this to work with my code. I will update again with a code example shortly.
http://qiita.com/akira108/items/a743138fca532ee193fe here you can find how to combine SCNRenderer and OpenGLContext
Ultimately it turned out to be very simple. In addition to setting the pointOfView to the camera node I just needed to properly set the camera transform and camera projection transform to my own matrices.
Here is the updated example:
//
// Called from my glkView(view: GLKView, drawInRect rect: CGRect)
//
// Load the scene
let scene = SCNScene(named: "art.scnassets/model.scn")!
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// Set my own matrices
cameraNode.transform = SCNMatrix4Invert(SCNMatrix4FromGLKMatrix4(myModelViewMatrix))
cameraNode.camera!.projectionTransform = SCNMatrix4FromGLKMatrix4(myProjectionMatrix)
// Render into the current OpenGL context
let renderer = SCNRenderer( context: EAGLContext.currentContext(), options: nil )
renderer.scene = scene
renderer.pointOfView = cameraNode // set the point of view for the scene
renderer.renderAtTime(0)
For thos new to this: The model view matrix is the matrix that orients your scene, e.g. composing GLKMatrix4Scale and GLKMatrix4Rotate calls. The projection matrix is the one that sets your view frustrum and point of view, e.g. by composing calls to GLKMatrix4MakePerspective and GLKMatrix4MakeLookAt calls.

SceneKit get texture coordinate after touch with Swift

I want to manipulate 2D textures in a 3D SceneKit scene.
Therefore i used this code to get local coordinates:
#IBAction func tap(sender: UITapGestureRecognizer) {
var arr:NSArray = my3dView.hitTest(sender.locationInView(my3dView), options: NSDictionary(dictionary: [SCNHitTestFirstFoundOnlyKey:true]))
var res:SCNHitTestResult = arr.firstObject as SCNHitTestResult
var vect:SCNVector3 = res.localCoordinates}
I have the texture read out from my scene with:
var mat:SCNNode = myscene.rootNode.childNodes[0] as SCNNode
var child:SCNNode = mat.childNodeWithName("ID12", recursively: false)
var geo:SCNMaterial = child.geometry.firstMaterial
var channel = geo.diffuse.mappingChannel
var textureimg:UIImage = geo.diffuse.contents as UIImage
and now i want to draw at the touchpoint to the texture...
how can i do that? how can i transform my coordinate from touch to the texture image?
Sounds like you have two problems. (Without even having used regular expressions. :))
First, you need to get the texture coordinates of the tapped point -- that is, the point in 2D texture space on the surface of the object. You've almost got that right already. SCNHitTestResult provides those with the textureCoordinatesWithMappingChannel method. (You're using localCoordinates, which gets you a point in the 3D space owned by the node in the hit-test result.) And you already seem to have found the business about mapping channels, so you know what to pass to that method.
Problem #2 is how to draw.
You're doing the right thing to get the material's contents as a UIImage. Once you've got that, you could look into drawing with UIGraphics and CGContext functions -- create an image with UIGraphicsBeginImageContext, draw the existing image into it, then draw whatever new content you want to add at the tapped point. After that, you can get the image you were drawing with UIGraphicsGetImageFromCurrentImageContext and set it as the new diffuse.contents of your material. However, that's probably not the best way -- you're schlepping a bunch of image data around on the CPU, and the code is a bit unwieldy, too.
A better approach might be to take advantage of the integration between SceneKit and SpriteKit. This way, all your 2D drawing is happening in the same GPU context as the 3D drawing -- and the code's a bit simpler.
You can set your material's diffuse.contents to a SpriteKit scene. (To use the UIImage you currently have for that texture, just stick it on an SKSpriteNode that fills the scene.) Once you have the texture coordinates, you can add a sprite to the scene at that point.
var nodeToDrawOn: SCNNode!
var skScene: SKScene!
func mySetup() { // or viewDidLoad, or wherever you do setup
// whatever else you're doing for setup, plus:
// 1. remember which node we want to draw on
nodeToDrawOn = myScene.rootNode.childNodeWithName("ID12", recursively: true)
// 2. set up that node's texture as a SpriteKit scene
let currentImage = nodeToDrawOn.geometry!.firstMaterial!.diffuse.contents as UIImage
skScene = SKScene(size: currentImage.size)
nodeToDrawOn.geometry!.firstMaterial!.diffuse.contents = skScene
// 3. put the currentImage into a background sprite for the skScene
let background = SKSpriteNode(texture: SKTexture(image: currentImage))
background.position = CGPoint(x: skScene.frame.midX, y: skScene.frame.midY)
skScene.addChild(background)
}
#IBAction func tap(sender: UITapGestureRecognizer) {
let results = my3dView.hitTest(sender.locationInView(my3dView), options: [SCNHitTestFirstFoundOnlyKey: true]) as [SCNHitTestResult]
if let result = results.first {
if result.node === nodeToDrawOn {
// 1. get the texture coordinates
let channel = nodeToDrawOn.geometry!.firstMaterial!.diffuse.mappingChannel
let texcoord = result.textureCoordinatesWithMappingChannel(channel)
// 2. place a sprite there
let sprite = SKSpriteNode(color: SKColor.greenColor(), size: CGSize(width: 10, height: 10))
// scale coords: texcoords go 0.0-1.0, skScene space is is pixels
sprite.position.x = texcoord.x * skScene.size.width
sprite.position.y = texcoord.y * skScene.size.height
skScene.addChild(sprite)
}
}
}
For more details on the SpriteKit approach (in Objective-C) see the SceneKit State of the Union Demo from WWDC14. That shows a SpriteKit scene used as the texture map for a torus, with spheres of paint getting thrown at it -- whenever a sphere collides with the torus, it gets a SCNHitTestResult and uses its texcoords to create a paint splatter in the SpriteKit scene.
Finally, some Swift style comments on your code (unrelated to the question and answer):
Use let instead of var wherever you don't need to reassign a value, and the optimizer will make your code go faster.
Explicit type annotations (res: SCNHitTestResult) are rarely necessary.
Swift dictionaries are bridged to NSDictionary, so you can pass them directly to an API that takes NSDictionary.
Casting to a Swift typed array (hitTest(...) as [SCNHitTestResult]) saves you from having to cast the contents.

Resources