How do you transition back and forth between dae scenes? - ios

Here is a slightly modified starter SceneKit project--I added another .dae file named planet.dae. Tap the "ship" to switch to planet.dae. Tap the planet to switch back to ship.dae. Tapping ship does open planet.dae. But when user taps the planet, nothing happens--doesn't seem to recognize my touch. What gives?
import SceneKit
class GameViewController: UIViewController {
override func viewDidLoad() { super.viewDidLoad()
shipScene()
}
func shipScene() {
let scene = SCNScene(named: "art.scnassets/ship.dae")!
let ship = scene.rootNode.childNodeWithName("ship", recursively: true)!
let scnView = self.view as SCNView
scnView.scene = scene
scnView.autoenablesDefaultLighting = true
scnView.allowsCameraControl = true
scnView.backgroundColor = UIColor.blackColor()
let tapGesture = UITapGestureRecognizer(target: self, action: "handleShipTap:")
let gestureRecognizers = NSMutableArray()
gestureRecognizers.addObject(tapGesture)
if let existingGestureRecognizers = scnView.gestureRecognizers {
gestureRecognizers.addObjectsFromArray(existingGestureRecognizers)
}
scnView.gestureRecognizers = gestureRecognizers
}
func handleShipTap(gestureRecognize: UIGestureRecognizer) {
let scnView = self.view as SCNView
let p = gestureRecognize.locationInView(scnView)
if let hitResults = scnView.hitTest(p, options: nil) {
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
if result.node!.name!.hasPrefix("ship") {
planetScene()
}
}
}
}
func planetScene() {
let scene = SCNScene(named: "art.scnassets/saturn.dae")!
let ship = scene.rootNode.childNodeWithName("planet", recursively: true)!
let scnView = self.view as SCNView
scnView.scene = scene
scnView.autoenablesDefaultLighting = true
scnView.allowsCameraControl = true
scnView.backgroundColor = UIColor.blackColor()
let tapGesture = UITapGestureRecognizer(target: self, action: "handlePlanetTap:")
let gestureRecognizers = NSMutableArray()
gestureRecognizers.addObject(tapGesture)
if let existingGestureRecognizers = scnView.gestureRecognizers {
gestureRecognizers.addObjectsFromArray(existingGestureRecognizers)
}
scnView.gestureRecognizers = gestureRecognizers
}
func handlePlanetTap(gestureRecognize: UIGestureRecognizer) {
let scnView = self.view as SCNView
let p = gestureRecognize.locationInView(scnView)
if let hitResults = scnView.hitTest(p, options: nil) {
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
if result.node!.name!.hasPrefix("saturn") {
shipScene()
}
}
}
}
}

Removing the tapGesture from the planetScene() is all.

Related

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 to detect touch on SKShapeNode in Video Sphere?

I use this simple code for playing 360 video. I need to add a point to the video - there is no problem with that. But how to track clicks on it? In this example, adding a point occurs in the viewDidLoad method.
I tried touchesBegan, but this method does not work. I really hope for your help
class ViewControllerTwo: UIViewController {
let motionManager = CMMotionManager()
let cameraNode = SCNNode()
var sphereNode: SCNNode!
#IBOutlet weak var sceneView: SCNView!
func createSphereNode(material: AnyObject?) -> SCNNode {
let sphere = SCNSphere(radius: 100.0)
sphere.segmentCount = 96
sphere.firstMaterial!.isDoubleSided = true
sphere.firstMaterial!.diffuse.contents = material
let sphereNode = SCNNode(geometry: sphere)
sphereNode.position = SCNVector3Make(0,0,0)
return sphereNode
}
func configureScene(node sphereNode: SCNNode) {
let scene = SCNScene()
sceneView.scene = scene
sceneView.showsStatistics = true
sceneView.allowsCameraControl = true
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3Make(0, 0, 0)
scene.rootNode.addChildNode(sphereNode)
scene.rootNode.addChildNode(cameraNode)
}
func startCameraTracking() {
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
motionManager.startDeviceMotionUpdates(to: .main) { [weak self] (data, error) in
guard let data = data else { return }
let attitude: CMAttitude = data.attitude
self?.cameraNode.eulerAngles = SCNVector3Make(Float(attitude.roll + Double.pi/2.0), -Float(attitude.yaw), -Float(attitude.pitch))
}
}
override func viewDidLoad() {
super.viewDidLoad()
let url = URL(fileURLWithPath: Bundle.main.path(forResource: "google-help-vr", ofType: "mp4")!)
let player = AVPlayer(url: url )
let videoNode = SKVideoNode(avPlayer: player)
let size = CGSize(width: 1025, height: 512)
videoNode.size = size
videoNode.position = CGPoint(x: size.width / 2, y: size.height / 2)
let spriteScene = SKScene(size: size)
spriteScene.addChild(videoNode)
// How to detect when tapped?
let circ = SKShapeNode(rectOf: CGSize(width: 50, height: 50), cornerRadius: 25)
circ.fillColor = .red
circ.isUserInteractionEnabled = true
videoNode.addChild(circ)
sphereNode = createSphereNode(material:spriteScene)
configureScene(node: sphereNode)
guard motionManager.isDeviceMotionAvailable else {
return
}
startCameraTracking()
player.play()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
sceneView.play(self)
}
}
I did a self class for the object SKShapeNode, in order to track clicks through the touchesBegan method. But all without success
You can use a UITapGesture recognizer to get the 2D point then use SCNSceneRenderer .hitTest(_:options:) to get all of the possible intersections along that ray. Note that the method is on the SCNSceneRenderer protocol, which SCNView conforms to so you may have missed it in the SCNView documentation.
#IBAction func tap(_ recognizer: UITapGestureRecognizer) {
let location = recognizer.location(in: sceneView)
if let firstResult = sceneView.hitTest(location, options: nil).first,
//Do stuff with firstResult here
}

SCNAudioSource won't play with a SCNNode

I am trying to play a sound every time i tap the screen. Here is my code
Global:
var shapeNode: SCNNode!
var SoundAction: SCNAction!
ViewDidLoad:
let audioSource = SCNAudioSource(named: "launch.mp3")!
audioSource.isPositional = true
audioSource.volume = 1.0
SoundAction = SCNAction.playAudio(audioSource, waitForCompletion: false)
#objc func sceneTapped(recognizer: UITapGestureRecognizer)
shapeNode = SCNNode(geometry: myshape)
self.myscene?.rootNode.addChildNode(shapeNode)
shapeNode.runAction(SoundAction)
Sound won't play when I touch the screen... Someone please help
I generated a default game project, then put in your code. At first, I received the same results. However, when I took the let scene = SCNScene(named: "art.scanassets/ship.scn")! and made scene a class variable, the sound plays. OR if you add the SoundNode during we did load and NOT when tapped, the sound will also play.
class GameViewController: UIViewController {
var SoundAction = SCNAction()
var SoundNode = SCNNode()
var scene = SCNScene()
override func viewDidLoad() {
super.viewDidLoad()
// Change this
scene = SCNScene(named: "art.scnassets/ship.scn")!
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!
ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
let audioSource = SCNAudioSource(named: "MenuWinner.caf")!
audioSource.volume = 1.0
SoundAction = SCNAction.playAudio(audioSource, waitForCompletion: false)
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = true
scnView.showsStatistics = true
scnView.backgroundColor = UIColor.black
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
#objc
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
scene.rootNode.addChildNode(SoundNode)
SoundNode.runAction(SoundAction)
}

ARKit - Object not placed

I'm trying to build furniture placing AR app using ARKit,
I have got .scn chair and its PNG textures in my project, my app is supposed to detect horizontal plane then when the user taps the object is placed in the position were tapped.
But the object is not placed when I tapped.
ViewController:
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController {
#IBOutlet weak var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
addTapGestureToSceneView()
configureLighting()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
setUpSceneView()
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
func setUpSceneView() {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
sceneView.session.run(configuration)
sceneView.delegate = self
sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints]
}
func configureLighting() {
sceneView.autoenablesDefaultLighting = true
sceneView.automaticallyUpdatesLighting = true
}
#objc func addShipToSceneView(withGestureRecognizer recognizer: UIGestureRecognizer) {
let tapLocation = recognizer.location(in: sceneView)
let hitTestResults = sceneView.hitTest(tapLocation, types: .existingPlaneUsingExtent)
guard let hitTestResult = hitTestResults.first else { return }
let translation = hitTestResult.worldTransform.translation
let x = translation.x
let y = translation.y
let z = translation.z
guard let scene = SCNScene(named: "art.scnassets/chair.scn"),
let shipNode = scene.rootNode.childNode(withName: "chair_DIFFUSE", recursively: false)
else {
print("Failed to render")
return
}
shipNode.position = SCNVector3(x,y,z)
sceneView.scene.rootNode.addChildNode(shipNode)
}
func addTapGestureToSceneView() {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(ViewController.addShipToSceneView(withGestureRecognizer:)))
sceneView.addGestureRecognizer(tapGestureRecognizer)
}
}
extension float4x4 {
var translation: float3 {
let translation = self.columns.3
return float3(translation.x, translation.y, translation.z)
}
}
extension UIColor {
open class var transparentLightBlue: UIColor {
return UIColor(red: 90/255, green: 200/255, blue: 250/255, alpha: 0.50)
}
}
extension ViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
// 1
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
// 2
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
let plane = SCNPlane(width: width, height: height)
// 3
plane.materials.first?.diffuse.contents = UIColor.transparentLightBlue
// 4
let planeNode = SCNNode(geometry: plane)
// 5
let x = CGFloat(planeAnchor.center.x)
let y = CGFloat(planeAnchor.center.y)
let z = CGFloat(planeAnchor.center.z)
planeNode.position = SCNVector3(x,y,z)
planeNode.eulerAngles.x = -.pi / 2
// 6
node.addChildNode(planeNode)
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
// 1
guard let planeAnchor = anchor as? ARPlaneAnchor,
let planeNode = node.childNodes.first,
let plane = planeNode.geometry as? SCNPlane
else { return }
// 2
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
plane.width = width
plane.height = height
// 3
let x = CGFloat(planeAnchor.center.x)
let y = CGFloat(planeAnchor.center.y)
let z = CGFloat(planeAnchor.center.z)
planeNode.position = SCNVector3(x, y, z)
}
}
So I get "failed to render" printed when I tap to place the object and nothing else is printed in the console !
So after a little code tweaking I fixed the issue with the following couple lines of code:
// Create a new scene
let scene = SCNScene(named: "art.scnassets/chair.scn")!
let node = scene.rootNode.childNode(withName: "chair", recursively: true)!
node.position = SCNVector3(x,y,z)
scene.rootNode.addChildNode(node)
//shipNode.position = SCNVector3(x,y,z)
sceneView.scene = scene
instead of:
guard let scene = SCNScene(named: "art.scnassets/chair.scn"),
let shipNode = scene.rootNode.childNode(withName: "chair_DIFFUSE", recursively: false)
else {
print("Failed to render")
return
}
shipNode.position = SCNVector3(x,y,z)
sceneView.scene.rootNode.addChildNode(shipNode)

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
}
}

Resources