Reputation: 177
How can I move a camera according to the x position of a moving sphere, but ignore the y and z coordinates of that sphere at the same time? Here is my code for following the sphere on its 3 dimensions:
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.camera?.usesOrthographicProjection = true
cameraNode.camera?.orthographicScale = 2
let constraint = SCNLookAtConstraint(target: sphere)
constraint.gimbalLockEnabled = true
self.cameraNode.constraints = [constraint]
cameraNode.position = SCNVector3Make(20, 20, 20)
cameraNode.eulerAngles = SCNVector3Make(0, 45, 0)
sphere.addChildNode(cameraNode)
How can I just follow just the x position of the sphere, instead of it's y and z positions as well?
Upvotes: 0
Views: 1033
Reputation: 1196
Un-child the camera from sphere
, make it a child of root
instead. Within whatever code is moving sphere, set the camera's x position to that of sphere.
// code moving sphere
cameraNode.position.x = sphere.position.x
Upvotes: 2