how to Move world view instead of camera view - delphi

I have a viewport3d with a camera and some blocks inside of it. Currently using the keyboard to move the camera up/down/left/right/rotate ect.
but instead of the camera i want to move the world view. So when a user presses the W key to move up, its not just moving the camera in a +x position. As the user maybe at a 20 degree view.

Create a virtual Camera Boom.
Create an invisible object like a TDummy, in the same location as the object of interest or the center of the scene.
Create the TCamera as a child of the object. Set its position the desired distance away on one of the axes.
you can now rotate the camera around the object simply by changing the rotationAngle of the dummy object. The camera will maintain the exact distance and automatically points directly toward the center.
Also by adding light as a child of the camera it too will follow as the camera moves. Hope this helps someone.

Related

How to temporarily freeze a node in front of the camera using ARKit, SceneKit in Swift

I built a complete structure as a node (with its child nodes) and the user will walk through it using ARKit.
At some point, if the user cannot continue because of some real obstacle in the real world, I added a "pause" button which should freeze whatever the user currently sees in front of the camera, the user could then move freely to some other open space and when the user will release the pause button he/she will be able to resume where they left off (only someplace else in the real world).
A while ago I asked about it in the Apple Developer forum and an Apple Frameworks Engineer gave the following reply:
For "freezing" the scene, you could transform the anchor's position (in world coordinates) to camera coordinates, and then anchor your content to the camera. This will give you the effect that the scene is "frozen", i.e., does not move relative to the camera.
I'm currently not using an anchor because I don't necessarily need to find a flat surface. Rather, my node is placed at a certain position relative to where we start at (0,0,0).
My question is how do I exactly do what the Apple engineer told me to do?
I have the following code which I'm still stuck with. When I add the node to the camera (pointOfView, last line of the code below), it does freeze in place, but I can't get it to freeze in the same position and orientation as it was before it was frozen.
#IBAction func pauseButtonClicked(_ sender: UIButton) {
let currentPosition = sceneView.pointOfView?.position
let currentEulerAngles = sceneView.pointOfView?.eulerAngles
var internalNodeTraversal = lastNodeRootPosition - currentPosition! // for now, lastNodeRootPosition is (0,0,0)
internalNodeTraversal.y = lastNodeRootPosition.y + 20 // just so it’s positioned a little higher in front of the camera
myNode?.removeFromParentNode() // remove the node from the Real World view. Looks like this line has no effect and just adding the node as a child to the camera (pointOfView) is enough, but it feels more right to do this anyway.
myNode?.position = internalNodeTraversal // the whole node is moved respectively in the opposite direction from the root to where I’m standing to reposition the camera in my current position inside the node
// myNode?.eulerAngles = (currentEulerAngles! * -1) — this code put the whole node in weird positions so I removed it
myNode?.eulerAngles.y = currentEulerAngles!.y * -1 // opposite orientation of the node so the camera will be oriented in the same direction
myNode?.eulerAngles.x = 0.3 // just tilting it up a little bit to have a better view, more similar to the view as before it was locked to the camera
// I don’t think I need to change the eulerAngles.z
myNode!.convertPosition(internalNodeTraversal, to: sceneView.pointOfView) // I’m not sure I wrote this correctly. Also, this line doesn’t seem tp change anything
sceneView.pointOfView?.addChildNode(myNode!) // attaching the node to the camera so it will remain stuck while the user moves around until the button is released
}
So I first calculate where in the node I'm currently standing and then I change the position of the node in the opposite direction so that the camera will now be in that position. That seems to be correct.
Now I need to change the orientation of the node so that it will point in the right direction and here things get funky. I've been trying so many things for days now.
I use the eulerAngles for the orientation. If I set the whole vector multiplied by -1, it would show weird orientations. I ended up only using the eulerAngles.y which is the left/right orientation and I hardcoded the x orientation (up/down).
Ultimately what I have in the code above is the closest that I was able to get. If I'm pointing straight, the freeze will be correct. If I turn just a little bit, the freeze will be pretty close as well. Almost the same as what the user saw before the freeze. But the more I turn, the more the frozen image is off and more slanted. At some point (say I turn 50 or 60 degrees to the side) the whole node is off the camera and cannot be seen.
Somehow I have a feeling that there must be an easier and more correct way to achieve the above.
The Apple engineer wrote to "transform the anchor's position (in world coordinates) to camera coordinates". For that reason I added the "convertPosition" function in my code, but a) I'm not sure I used it correctly and b) it doesn't seem to change anything in my code if I have that line or not.
What am I doing wrong?
Any help would be very much appreciated.
Thanks!
I found the solution!
Actually, the problem I had was not even described as I didn't think it was relevant. I built the AR nodes 2 meters in front of the origin (-2 for the z-coordinate) while the center of my node was still at the origin. So when I changed the rotation or eulerAngles, it rotated around the origin so my nodes moved in a large curve and in fact also changed their position as a result.
The solution was to use a simdPivot. Instead of changing the position and rotation of the node itself, I created a translation matrix and a rotation matrix which was at the point of the camera (where the user is standing) and I then multiplied both matrices. Now when I added the node as a child of the camera (pointOfView) this would freeze the image and in effect show exactly what the user was seeing before it was frozen as the position is the same and the rotation is exactly around the user's standing position.

How to place 3D object on horizontal plane automatically (without tapping) in iOS 12?

I'm working on an app with AR feature. I want to be able to place a 3D model that I have on a horizontal plane that has been detected. So inside the renderer(didAdd) delegate function, I added a node for my 3D model, and set its position to the center of the plane anchor. However, when I run the app to test it, my model is floating on top of the plane instead of standing directly on top of it. My guess is that there is some translation that needs to be done with the coordinates, but don't know about the details. Can somebody give me some pointers?

Plot an SCNNode in a ARSCNVIEW irespective of the Camera's position

I am developing an iOS in-store navigation app for a retail store using AR Scene Kit which should resembles as Lowe's Vision Navigation. Hence, At first I want to programatically plot the position of any xyz product which is available in the store in an AR Scene Kit irrespective of the camera's initial position, but the position of the Product will remain same in the Store. I was totally new to AR as well as Scene Kit.
I am able to add a SCNNode in the ARSCNView but the problem will be my camera's initial position according to that only the SCNNode is plotting. Once this is done, then I need to give the in-store navigation for the selected product from my position inside the store may be using iBeacon or other equivalent.
SCNNodes operate somewhat like UIViews, in the sense that, as you said, the positions are relative to the parent node/view. For the cases where you want the position relative to the whole view or the world you can use worldTransform and -convertPosition:toNode: .
World Transform
Convert Position To Node

How to change X3DOM mouse model for rotating camera

Currently X3DOM handles camera movement like all scene is in a sphere, dragging mouse left to right moves the sphere (thus the scene) around the center of that sphere, like this.
Can we change this behaviour like in Blender's, as the same left to right dragging rotates the scene around Z axis (in other words, changes the azimuth without changing the current elevation) and dragging from up to down changes the elevation, without changing azimuth, like this one?
There are some navigation modes available: https://doc.x3dom.org/tutorials/animationInteraction/navigation/index.html. However I think you will have to create your own navigation mode if you want to have exact behaviour as in Blender.
For example you could activate the "Turntable" mode adding the following to your scene node:
<NavigationInfo type= 'turntable' ></NavigationInfo>
You can also find some discussion regarding more control over the navigation on mailing list and within the issues of X3DOM:
https://github.com/x3dom/x3dom/issues/454 and
https://github.com/x3dom/x3dom/issues/486

How do I know when geometry (SCNNodes) are at the edge of the view?

I want to do an endless parallax style background with SceneKit, but I don't think I understand quite how to detect when a mesh is "off camera".
The scene renderer (only the view on iOS) can check if an object is inside the frustum (the shape of what is viewable) from a specific point of view (like a camera) using isNodeInsideFrustum:withPointOfView:
This checks if the bounding box of the node is inside of the frustum (ignoring if it's obscured by something else). I.e. the node is in the viewable region but it's not guaranteed to be visible on the screen.
To check if something is "off camera", you can check if it's outside the viewable region for that camera (here I've assumed that the camera is the scene view's point of view):
BOOL isOffCamera = ![yourSceneView isNodeInsideFrustum:theNodeToCheck
withPointOfView:yourSceneView.pointOfView];

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