Reputation: 130
I have a node that the user can rotate via a pan gesture. The user can select either X, Y, or Z axis and pan, and the node will rotate around that axis.
The Issue: The node's front is facing the camera. Let's say the user pans to the right and rotates the node around the Y axis. The node's front is now facing the right. If the user switches to the X axis and pans down, the node's front will rotate downward (or clockwise from the user's perspective) from it's initial right-facing orientation. This is desired behavior. The problem arises when the user switches to the Z rotation. If the user switches to Z axis rotation and pans right, the node will rotate down (clockwise from the user's perspective).
Essentially, the Z axis of the node is always constant, never moving from it's initial orientation, but the X and Y axes do change, affected by other axes' rotations.
Can anyone explain what's causing this?
Below is the code I'm using to rotate the node:
let translation = sender.translation(in: sceneView)
var newAngleX = Float(translation.y)*Float((Double.pi)/180.0)
var newAngleY = Float(translation.x)*Float((Double.pi)/180.0)
var newAngleZ = Float(translation.x)*Float((Double.pi)/180.0)
if axisSelected == "x" {
newAngleX += currentAngleX
node.eulerAngles.x = newAngleX
if(sender.state == .ended) {
currentAngleX = newAngleX
}
}
if axisSelected == "y" {
newAngleY += currentAngleY
node.eulerAngles.y = newAngleY
if(sender.state == .ended) {
currentAngleY = newAngleY
}
}
if axisSelected == "z" {
newAngleZ += currentAngleZ
node.eulerAngles.z = newAngleZ
if(sender.state == .ended) {
currentAngleZ = newAngleZ
}
}
Upvotes: 2
Views: 1561
Reputation: 58093
As I wrote earlier in your post it's a Gimbal Lock
issue. Gimbal Lock is the loss of one DoF in a three-dimensional mechanism. There are two variables in SceneKit: eulerAngles
(intrinsic euler angles, expressed in radians, represent a sequence of 3 rotations about the x-y-z axis with the following order: Z
-Y
-X
or roll
, yaw
, pitch
) and orientation
(node’s orientation, expressed as quaternion).
To get rid of gimbal lock in ARKit and SceneKit you need to use unit quaternions, whose components satisfy the equation:
(x * x) + (y * y) + (z * z) + (w * w) == 1
For applying quaternions correctly you need to use the fourth component of this structure too (w
). Quaternions are expressed in SCNVector4, where x
-y
-z
values are normalized components, and the w
field contains the rotation angle, in radians, or torque magnitude, in newton-meters).
Gimbal Lock occurs when the axes (of two of the three gimbals) are driven into a parallel configuration.
Upvotes: 3