Reputation: 184
I want to show a pointer when a user double taps on a sceneView. For this, I want to use SCNTorus because at some angle it is a circle.
let geometry = SCNTorus(ringRadius: 0.01, pipeRadius: 0.001)
let node = SCNNode(geometry: geometry)
I already get a vector from hitTest that I use as a position for the node
private func getVector(for point: CGPoint) -> SCNVector3? {
guard let hitTest = self.sceneView.hitTest(point, types: .featurePoint).first else {
return nil
}
let transform = SCNMatrix4.init(hitTest.worldTransform)
let vector = SCNVector3Make(transform.m41, transform.m42, transform.m43)
return vector
}
How can I transform it to always appear as a circle when the node added.
For vertical device position rotating by .pi/2
along X-axis works great but it breaks when devices move in a space, so I can not hardcode the angle
node.eulerAngles.x = .pi / 2
sceneView.scene.rootNode.addChildNode(node)
I believe I need to sceneView.pointOfView
somehow to apply the transformation. But I stuck here.
Here is the full code
@objc private func didDoubleTap(_ sender: UITapGestureRecognizer) {
let point = sender.location(in: sceneView)
guard let vector = getVector(for: point) else { return }
guard let pov = sceneView.pointOfView else { return }
guard let camera = sceneView.session.currentFrame?.camera else { return }
let geometry = SCNTorus(ringRadius: 0.01, pipeRadius: 0.001)
let node = SCNNode(geometry: geometry)
node.position = vector
node.eulerAngles.x = .pi / 2
sceneView.scene.rootNode.addChildNode(node)
animatePointingNode(node)
}
Upvotes: 0
Views: 349
Reputation: 184
I was able to solve the issue by setting eulerAngles.y
to be equal to camera's Y and adjusting camera's X by .pi/2
guard let camera = sceneView.session.currentFrame?.camera else { return }
pointerNode.position = vector
pointerNode.eulerAngles.x = camera.eulerAngles.x + .pi / 2
pointerNode.eulerAngles.y = camera.eulerAngles.y
Upvotes: 1