Reputation: 2796
With SceneKit, I see that a node, to which a camera is attached, has a eulerAngles (SCNVector3 of radian angles) and orientation (SCNQuaternion)
My cameraNode is at 0,0,0 and can change its orientation at any moment.
I need to do hitTestWithSegmentFromPoint... toPoint...
fromPoint is always known.
But I need to project, based on camera orientation a far away point that lies in the line of the camera.
My mind hasn't grabbed quaternions properly yet, and I'm not getting anywhere based on eulerAngles.
Upvotes: 2
Views: 1104
Reputation: 46
Using some linear algebra
func findNextPoint(p0: SCNVector3, direction: SCNVector3) -> SCNVector3{
var x = Float()
var y = Float()
var z = Float()
let t = 100 as Float
x = p0.x + t * direction.x
y = p0.y + t * direction.y
z = p0.z + t * direction.z
let result = SCNVector3Make(x, y, z)
return result
}
This uses p0 as a starting point to, then, find the next point you want on a given direction. t is the length of the vector, or the distance you want to travel from p0.
To find the direction the camera is pointing, you must get its rotation and multiply by a Rotation Matrix.
func calculateCameraDirection(cameraNode: SCNNode) -> GLKVector3 {
let x = -cameraNode.rotation.x
let y = -cameraNode.rotation.y
let z = -cameraNode.rotation.z
let w = cameraNode.rotation.w
let cameraRotationMatrix = GLKMatrix3Make(cos(w) + pow(x, 2) * (1 - cos(w)),
x * y * (1 - cos(w)) - z * sin(w),
x * z * (1 - cos(w)) + y*sin(w),
y*x*(1-cos(w)) + z*sin(w),
cos(w) + pow(y, 2) * (1 - cos(w)),
y*z*(1-cos(w)) - x*sin(w),
z*x*(1 - cos(w)) - y*sin(w),
z*y*(1 - cos(w)) + x*sin(w),
cos(w) + pow(z, 2) * ( 1 - cos(w)))
let cameraDirection = GLKMatrix3MultiplyVector3(cameraRotationMatrix, GLKVector3Make(0.0, 0.0, -1.0))
return cameraDirection
}
You then just need to perform the hitTest using both coordinates. In this case I used rayTestWithSegmentFromPoint:ToPoint , but you may use any other kind of test there, such as hitTestWithSegmentFromPoint:toPoint: .
func raycastTest(cameraDirection: GLKVector3) -> SCNVector3{
let nextPoint = findNextPoint(cameraNode.position, direction: SCNVector3Make(cameraDirection.x, cameraDirection.y, cameraDirection.z))
let hitTest = sceneView.scene!.physicsWorld.rayTestWithSegmentFromPoint(cameraNode.position, toPoint: nextPoint, options: nil)
if hitTest.count > 0 {
return (hitTest.first?.worldCoordinates)!
}else{
return nextPoint
}
}
Upvotes: 3