How to add a SCNode to SceneKit from main art.scnassets folder - ios

I want to add a .dae file that is sitting in my art.assets folder. to the scene. thats it lol and in swift preferable but I'll take Objective-C as well. Thanks here some code its just the basic scene kit file Xcode gives you.
Code:
import UIKit
import QuartzCore
import SceneKit
//============================================================
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
//-------------------------
let scene = SCNScene(named: "art.scnassets/GenricFootball.dae")!
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = true
scnView.showsStatistics = false
scnView.backgroundColor = UIColor.whiteColor()
let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
scnView.addGestureRecognizer(tapGesture)
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
scene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
//_ = scene.rootNode.childNodeWithName("Bob", recursively: true)!
// _ = scene.rootNode.childNodeWithName("CampusField1", recursively: true)!
//--------------------------------------------------------
// Bob.runAction(SCNAction.repeatActionForever(SCNAction.rotateByX(0, y: 2, z: 0, duration: 1)))
}
func handleTap(gestureRecognize: UIGestureRecognizer) {
let scnView = self.view as! SCNView
let p = gestureRecognize.locationInView(scnView)
let hitResults = scnView.hitTest(p, options: nil)
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
let material = result.node!.geometry!.firstMaterial!
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
SCNTransaction.setCompletionBlock {
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
material.emission.contents = UIColor.blackColor()
SCNTransaction.commit()
}
material.emission.contents = UIColor.yellowColor()
SCNTransaction.commit()
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}

I got to objects on the scene by using this code
Code:
let scene = SCNScene(named: "art.scnassets/GenricFootball.dae")!
let characterscene = SCNScene(named: "art.scnassets/untitled.dae")!
let monkey: SCNNode = characterscene.rootNode.childNodeWithName("Cube_001", recursively: true)!
scene.rootNode.addChildNode(monkey)
monkey.position = SCNVector3(x: 5, y: 0, z: 5)

Related

SceneKit memory leak

The memory of app increased after segue to VC with scnView. I've used deinit and set geometry to nil but it didn't help. I saw some tips on stack about using deinit to solve this issue, but it doesn't work for me. Memory increased every time when I back to this ViewController with scnScene SceneKit: too much memory persisting
var ship1: SCNNode!
var ship2: SCNNode!
var ship3: SCNNode!
var ship4: SCNNode!
let cameraNode = SCNNode()
let lightNode = SCNNode()
let ambientLightNode = SCNNode()
class RecordVideoViewControllerWS: UIViewController {
#IBOutlet weak var scnView: SCNView!
override func viewDidLoad() {
super.viewDidLoad()
cameraNode.camera = SCNCamera()
scnScene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
scnView.scene = scnScene
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scnScene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = UIColor.darkGray
scnScene.rootNode.addChildNode(ambientLightNode)
ship1 = nodeFromResource(assetName: "shipFolder/test0", extensionName: "scn")
ship2 = nodeFromResource(assetName: "shipFolder/test1", extensionName: "scn")
ship3 = nodeFromResource(assetName: "shipFolder/test2", extensionName: "scn")
ship4 = nodeFromResource(assetName: "shipFolder/test3", extensionName: "scn")
scnScene.rootNode.addChildNode(ship1)
scnScene.rootNode.addChildNode(ship2)
scnScene.rootNode.addChildNode(ship3)
scnScene.rootNode.addChildNode(ship4)
}
override func viewWillDisappear(_ animated: Bool) {
ship1.removeFromParentNode()
ship1.geometry = nil
ship2.removeFromParentNode()
ship2.geometry = nil
ship3.removeFromParentNode()
ship3.geometry = nil
ship4.removeFromParentNode()
ship4.geometry = nil
cameraNode.removeFromParentNode()
cameraNode.geometry = nil
lightNode.removeFromParentNode()
lightNode.geometry = nil
ambientLightNode.removeFromParentNode()
ambientLightNode.geometry = nil
}
deinit {
scnScene.rootNode.cleanup()
}
}
extension SCNNode {
func cleanup() {
for child in childNodes {
child.cleanup()
}
geometry = nil
}
}

Move camera to tapped SCNNode

I'm using SceneKit and Swift to try and move the camera so it's 'focused' on the selected node. I understand I have the defaultCameraController enabled but I was trying to adjust the camera's position via dolly, rotate and translateInCameraSpaceBy but there was no animated transition - it just jumped to the new position.
Is there anyway for the camera to glide into position like how Google Maps slides/then zooms over to a searched location?
Any help would be greatly appreciated :)
Here's my code:
import UIKit
import SceneKit
class ViewController: UIViewController {
var gameView: SCNView!
var scene: SCNScene!
var cameraNode: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
// Scene
scene = SCNScene()
// Camera
cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 0, 10)
scene.rootNode.addChildNode(cameraNode)
// Light
/*
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light?.type = .omni
lightNode.position = SCNVector3(0, 10, 2)
scene.rootNode.addChildNode(lightNode)
*/
// Stars
//let stars = SCNParticleSystem(named: "starsParticles.scnp", inDirectory: nil)!
//scene.rootNode.addParticleSystem(stars)
// Earth
let earthNode = itemPlate()
earthNode.position = SCNVector3(0, 0, 0)
scene.rootNode.addChildNode(earthNode)
// Create orbiting moonOne
let moonNodeOne = itemPlate()
moonNodeOne.position = SCNVector3(3, 0, 0)
earthNode.addChildNode(moonNodeOne)
// Create orbiting moonOne
let moonNodeTwo = itemPlate()
moonNodeTwo.position = SCNVector3(5, 3, 2)
earthNode.addChildNode(moonNodeTwo)
// Create orbiting moonOne
let moonNodeThree = itemPlate()
moonNodeThree.position = SCNVector3(-4, -3, 5)
earthNode.addChildNode(moonNodeThree)
// Scene formation
gameView = self.view as! SCNView
gameView.scene = scene
gameView.showsStatistics = true
gameView.allowsCameraControl = true
gameView.autoenablesDefaultLighting = true
gameView.defaultCameraController.interactionMode = .fly
gameView.defaultCameraController.inertiaEnabled = true
gameView.defaultCameraController.maximumVerticalAngle = 89
gameView.defaultCameraController.minimumVerticalAngle = -89
scene.background.contents = UIImage(named: "orangeBg.jpg")
}
override var prefersStatusBarHidden: Bool {
return true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let location = touch.location(in: gameView)
let hitList = gameView.hitTest(location, options: nil)
if let hitObject = hitList.first {
let node = hitObject.node
// Update camera position
//gameView.defaultCameraController.translateInCameraSpaceBy(x: node.position.x, y: node.position.y, z: node.position.z + 5)
let onScreenPoint:CGPoint = CGPoint(x: 1.0, y: 1.0)
let viewport:CGSize = CGSize(width: 50, height: 50)
gameView.defaultCameraController.dolly(by: 1.0, onScreenPoint: onScreenPoint, viewport: viewport)
//let newCameraPosition = SCNVector3Make(node.position.x, node.position.y, node.position.z + 10)
print("NODE_HIT_OBJECT_COORDS: \(node.position.x), \(node.position.y) \(node.position.y)")
//let moveToAction = SCNAction.move(by: newCameraPosition, duration: 1.0)
}
}
}
You can implement in your code a methodology like this (sorry, I used macOS project instead iOS, but it's almost the same):
func handleClick(_ gestureRecognizer: NSGestureRecognizer) {
let scnView = self.view as! SCNView
let p = gestureRecognizer.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
if hitResults.count > 0 {
let result = hitResults[0]
let nodePosition = result.node.position.z
var matrix = matrix_identity_float4x4
SCNTransaction.begin()
SCNTransaction.animationDuration = 1.5 // duration in seconds
matrix.columns.3.z = Float(nodePosition + 5.0)
scnView.pointOfView?.position.z = CGFloat(matrix.columns.3.z)
SCNTransaction.commit()
}
}
Or, as a second logical option, you can use SceneKit's constraints:
func handleClick(_ gestureRecognizer: NSGestureRecognizer) {
let scnView = self.view as! SCNView
let p = gestureRecognizer.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
if hitResults.count > 0 {
let result = hitResults[0]
let nodePosition = result.node
let constraint1 = SCNLookAtConstraint(target: nodePosition)
let constraint2 = SCNDistanceConstraint(target: nodePosition)
constraint2.minimumDistance = 5
constraint2.maximumDistance = 9
SCNTransaction.begin()
SCNTransaction.animationDuration = 1.5
scnView.pointOfView?.constraints = [constraint2, constraint1]
SCNTransaction.commit()
}
}
P.S. These two approaches ain't out-of-the-box solutions but rather hints on how to implement what you want to.

How can I change a SCNView back to a UIView?

I am trying to use code from an example of a Game with Xcode as a Swift Playground. The code works perfectly in the Xcode version, but in the playground, I get the error:
Could not cast value of type 'UIView' (0x114debe38) to 'SCNView' (0x12521d3d0).
The type of class is set to be of type UIViewController, so I am not sure why this does not work in only the playground. II have the same files in both the app and the playground.
I have already looked at this question, but the method seems to be built in already.
I also tried to cast it back to a UIView if it was a SCNView and I also tried making a new view, adding a subview as a SCNView to it, and then setting the final view as the new view. None of my attempts worked.
class GameScene: UIViewController {
let finalView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene(named: "art.scnassets/ship.scn")!
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
cameraNode.rotation = SCNVector4(0, 0, 0, 30)
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = UIColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
// retrieve the shark node
let shark = scene.rootNode.childNode(withName: "ship", recursively: true)!
// animate the 3d object
//shark.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
// retrieve the SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.black
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
#objc
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let scnView = self.view as! SCNView
finalView.addSubview(scnView)
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result = hitResults[0]
// get its material
let material = result.node.geometry!.firstMaterial!
// highlight it
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
// on completion - unhighlight
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
material.emission.contents = UIColor.black
SCNTransaction.commit()
}
material.emission.contents = UIColor.red
SCNTransaction.commit()
}
}
override var shouldAutorotate: Bool {
return true
}
override var prefersStatusBarHidden: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .pad {
return .allButUpsideDown
} else {
return .all
}
}
}
PlaygroundSupport.PlaygroundPage.current.liveView = GameScene()
What this should show up is a 3D Model and a camera that can pan around it by touch on a mobile device.
In your example the UIViewController view was probably set to an SCNView in interface builder. If you're not using a nib you can do this by overriding loadView.
override func loadView() {
let scnView = SCNView(frame: UIScreen.main.bounds, options: nil)
self.view = scnView
}

How to addChild to a already built overlaySKScene in SWIFT

Ok so I have all of the parts. Finally the code runs without a problem but right as I'm in the last step, trying to figure out how to add the child I'm having trouble. I created an overlay scene that is over the original Scene but I can't figure out the last step which is added the node/image to the actually screen because the traditional self.addChild(%^%) doesn't work on the "base" node in my code. Any help. Thanks
Code:
import iAd
import UIKit
import GameKit
import SceneKit
import StoreKit
import SpriteKit
import QuartzCore
import Foundation
import AVFoundation
import AudioToolbox
//============================================================
class GameViewController: UIViewController, ADBannerViewDelegate, SKPhysicsContactDelegate, SKSceneDelegate, SCNSceneRendererDelegate, SCNPhysicsContactDelegate{
//--------------True-False-statments-------------------------------------------------
var stickActive:Bool = false
var OnOffense = Bool()
var OnDefense = Bool()
var HasBall = Bool()
var OnCampusField = Bool()
var UserControlled = Bool()
//--------Offense-------------
var QuaterBack = SCNNode()
var RunningBack = SCNNode()
var WideReceiver1 = SCNNode()
var WideReceiver2 = SCNNode()
var Linemen1 = SCNNode()
var Linemen2 = SCNNode()
var Linemen3 = SCNNode()
//--------Defense-------------
var LineBacker1 = SCNNode()
var LineBacker2 = SCNNode()
var CornerBack1 = SCNNode()
var CornerBack2 = SCNNode()
var DefensiveLinemen1 = SCNNode()
var DefensiveLinemen2 = SCNNode()
var DefensiveLinemen3 = SCNNode()
//-----------------Controller-Buttons/Joystick---------------------------------------------------
let base = SKSpriteNode(imageNamed:"VirtualJoystickBase")
let ball = SKSpriteNode(imageNamed:"VirtualJoyStickHandle")
let ship = SKSpriteNode(imageNamed:"Ship")
let Button1 = SKSpriteNode(imageNamed:"BlackAButton")
let Button2 = SKSpriteNode(imageNamed:"BlackAButton")
let Button3 = SKSpriteNode(imageNamed:"BlackAButton")
let Button4 = SKSpriteNode(imageNamed:"BlackAButton")
//-------------------3D-Fields--------------------------------------------
let FieldScene = SCNScene(named: "art.scnassets/TesingCampusField.dae")!
//-------------------3D-Players--------------------------------------------
let GuyScene = SCNScene(named: "art.scnassets/Guy.dae")!
override func viewDidLoad() {
super.viewDidLoad()
let scnView = self.view as! SCNView
let skScene = scnView.overlaySKScene
scnView.overlaySKScene = skScene
scnView.backgroundColor = UIColor.whiteColor()
scnView.scene = FieldScene
scnView.delegate = self
scnView.allowsCameraControl = true
scnView.showsStatistics = false
let Guy1: SCNNode = GuyScene.rootNode.childNodeWithName("Bob_014", recursively: true)!
FieldScene.rootNode.addChildNode(Guy1)
//----Positioning-the-Base-of-the-Joystick-----------
base.size = CGSize(width: 100, height: 100)
base.anchorPoint = CGPointMake(-3.4, -5.2)
skScene?.self.addChild(base)
//----Positioning-the-Ball/Joystick-----------
ball.size = CGSize(width: 50, height: 50)
ball.position = base.position
//---Setting-Up-Ships-Position/PhysicsBody---------------------
ship.position = CGPointMake(0, 200)
ship.size = CGSize(width: 80, height: 80)
ship.physicsBody?.dynamic = true
ship.physicsBody?.allowsRotation = true
ship.physicsBody?.affectedByGravity = true
ship.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ship"), size: ship.size)
//----A-Button--Creation -------------------
Button1.size = CGSize(width: 40, height: 40)
Button1.anchorPoint = CGPointMake(-3.4, -5.2)
//----B-Button--Creation -------------------
Button2.size = CGSize(width: 40, height: 40)
Button2.anchorPoint = CGPointMake(-1.2, -5.2)
//----C-Button--Creation -------------------
Button3.size = CGSize(width: 40, height: 40)
Button3.anchorPoint = CGPointMake(-2.2, -6.4)
//----C-Button--Creation -------------------
Button4.size = CGSize(width: 40, height: 40)
Button4.anchorPoint = CGPointMake(-2.2, -3.4)
let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
scnView.addGestureRecognizer(tapGesture)
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
FieldScene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 5, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
FieldScene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
FieldScene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
}
func GotoMainMenu() {
let scene = MainMenuController()
let sKView = self.view! as! SKView
sKView.ignoresSiblingOrder = true
scene.size = sKView.bounds.size
scene.scaleMode = .AspectFill
let reveal = SKTransition.fadeWithDuration(0.45)
sKView.presentScene(scene, transition: reveal)
}
//====================================================================
override func shouldAutorotate() -> Bool {
return true
}
//====================================================================
override func prefersStatusBarHidden() -> Bool {
return true
}
//====================================================================
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
//====================================================================
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}

SceneKit - Rotating around a point causing strange rotation

I want to be able to rotate a camera around a cube (a collection of cubes), but for some reason, when I rotate, the rotation goes in multiple directions.
I have an object that I wish to rotate around and set this as a look at constraint. This object is in the middle of the cubes.
I have a swipe gesture recogniser that does the rotation...but it's just off. I'm missing something...
import UIKit
import QuartzCore
import SceneKit
import AVFoundation
class GameViewController: UIViewController {
var scene:SCNScene!
var tiles:[SCNNode] = [SCNNode]()
var cameraNode:SCNNode!
var centerNode:SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
scene = SCNScene()
let sideMaterial = SCNMaterial()
sideMaterial.diffuse.contents = UIColor.greenColor()
sideMaterial.locksAmbientWithDiffuse = true;
let geom = SCNBox(width: 32, height: 32.0, length: 32, chamferRadius: 8.0)
geom.widthSegmentCount = 16
geom.heightSegmentCount = 16
geom.lengthSegmentCount = 16
geom.materials = [sideMaterial, sideMaterial, sideMaterial, sideMaterial, sideMaterial, sideMaterial]
centerNode = SCNNode(geometry: geom)
centerNode.position = SCNVector3(x: 4*32, y: -4*32, z: -4*32)
scene.rootNode.addChildNode(centerNode)
// create and add a camera to the scene
cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: -4*32, y: -4*32, z: 4*32)
cameraNode.pivot = SCNMatrix4MakeTranslation(4*32, -4*32, -4*32)
cameraNode.rotation = SCNVector4(x: 1, y: 0, z: 0, w: 1.360646)
let lookAt = SCNLookAtConstraint(target: centerNode)
//lookAt.gimbalLockEnabled = true
cameraNode.constraints = [lookAt]
cameraNode.camera?.xFov = 90
cameraNode.camera?.yFov = 90
cameraNode.camera?.zNear = 1
cameraNode.camera?.zFar = 5000
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 4*32, y: -4*32, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
scene.rootNode.addChildNode(ambientLightNode)
// retrieve the SCNView
let scnView = self.view as! SCNView
setupTiles()
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
//scnView.allowsCameraControl = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.blackColor()
// Add gestures
var gestureRecognizers = [UIGestureRecognizer]()
let swipeDownGesture = UISwipeGestureRecognizer(target: self, action: "swipe:")
swipeDownGesture.direction = UISwipeGestureRecognizerDirection.Down
gestureRecognizers.append(swipeDownGesture)
let swipeUpGesture = UISwipeGestureRecognizer(target: self, action: "swipe:")
swipeUpGesture.direction = UISwipeGestureRecognizerDirection.Up
gestureRecognizers.append(swipeUpGesture)
let swipeLeftGesture = UISwipeGestureRecognizer(target: self, action: "swipe:")
swipeLeftGesture.direction = UISwipeGestureRecognizerDirection.Left
gestureRecognizers.append(swipeLeftGesture)
let swipeRightGesture = UISwipeGestureRecognizer(target: self, action: "swipe:")
swipeRightGesture.direction = UISwipeGestureRecognizerDirection.Right
gestureRecognizers.append(swipeRightGesture)
if let existingGestureRecognizers = scnView.gestureRecognizers as? [UIGestureRecognizer] {
gestureRecognizers.extend(existingGestureRecognizers)
}
scnView.gestureRecognizers = gestureRecognizers
}
func swipe(gestureRecognize: UISwipeGestureRecognizer) {
var leftRight:Float = 0
var upDown:Float = 0
var amount:Float = 1.5707
switch gestureRecognize.direction
{
case UISwipeGestureRecognizerDirection.Up:
upDown = 1
break
case UISwipeGestureRecognizerDirection.Down:
upDown = -1
break
case UISwipeGestureRecognizerDirection.Left:
leftRight = -1
break
case UISwipeGestureRecognizerDirection.Right:
leftRight = 1
break
default:
break
}
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(3.0)
cameraNode.rotation = SCNVector4(x: leftRight, y: upDown, z: 0, w: amount)
SCNTransaction.commit()
}
override func shouldAutorotate() -> Bool {
return true
}
override func prefersStatusBarHidden() -> Bool {
return true
}
// override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
// if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
// return UIInterfaceOrientationMask.AllButUpsideDown
// } else {
// return UIInterfaceOrientationMask.All
// }
// }
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
func setupTiles()
{
for z in 0...7
{
for y in 0...7
{
for x in 0...7
{
if y > 0 && y < 7 && z > 0 && z < 7 && x > 0 && x < 7
{
continue
}
let topMaterial = SCNMaterial()
topMaterial.diffuse.contents = UIColor.whiteColor()
topMaterial.locksAmbientWithDiffuse = true;
let sideMaterial = SCNMaterial()
sideMaterial.diffuse.contents = UIColor.whiteColor()
sideMaterial.locksAmbientWithDiffuse = true;
let geom = SCNBox(width: 32, height: 32.0, length: 32, chamferRadius: 8.0)
geom.widthSegmentCount = 16
geom.heightSegmentCount = 16
geom.lengthSegmentCount = 16
geom.materials = [topMaterial, sideMaterial, sideMaterial, sideMaterial, sideMaterial, sideMaterial]
let node = SCNNode(geometry: geom)
node.position = SCNVector3(x: Float(x) * 32.0, y: -(Float(y) * 32.0), z: -(Float(z) * 32.0))
scene.rootNode.addChildNode(node)
tiles.append(node)
}
}
}
}
}
Edit:
Setting the transform instead of the rotation seems to have better effects
centerNode = SCNNode(geometry: geom)
centerNode.transform = SCNMatrix4Identity
scene.rootNode.addChildNode(centerNode)
// create and add a camera to the scene
cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 8*32)
cameraNode.pivot = SCNMatrix4MakeTranslation(0, 0, -8*32)
let lookAt = SCNLookAtConstraint(target: centerNode)
lookAt.gimbalLockEnabled = true
cameraNode.constraints = [lookAt]
cameraNode.transform = SCNMatrix4Identity
//In gesture
cameraNode.transform = SCNMatrix4Rotate(cameraNode.transform, amount, upDown, leftRight, 0)

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