如何在相机俯视的轴上旋转SCNNode?

时间:2018-01-30 20:40:46

标签: ios swift scenekit arkit

我添加了UIRotationGestureRecognizer并希望使用它来轮换用户选择的节点。

目前,它围绕z轴旋转,如下所示:

private var startingRotation: CGFloat = 0
@objc private func handleRotation(_ rotation: UIRotationGestureRecognizer) {
    guard let node = sceneView.hitTest(rotation.location(in: sceneView), options: nil).first?.node else {
        return
    }
    if rotation.state == .began {
        startingRotation = CGFloat(node.rotation.w)
    }
    node.rotation = SCNVector4(0, 0, 1, -Float(startingRotation + rotation.rotation))
}

如果自放置节点后相机未移动,则此操作正常。

enter image description here

但是,如果用户移动到节点的一侧,它将不再在相机所面对的轴上旋转。

enter image description here

如何围绕相机的轴旋转?

2 个答案:

答案 0 :(得分:11)

我想我理解你的问题,但你对Xartec答案的评论让我对我是否真的这么做有些困惑。

重申:

目标是围绕通过从相机的原点“直接”绘制一条线形成的向量旋转对象。这是垂直于相机平面的矢量,在这种情况下是手机屏幕。此向量是摄像机的-Z轴。

解决方案

根据我对您的目标的理解,这里是您需要的

private var startingOrientation = GLKQuaternion.identity
private var rotationAxis = GLKVector3Make(0, 0, 0)
@objc private func handleRotation(_ rotation: UIRotationGestureRecognizer) {
    guard let node = sceneView.hitTest(rotation.location(in: sceneView), options: nil).first?.node else {
        return
    }
    if rotation.state == .began {
        startingOrientation = GLKQuaternion(boxNode.orientation)
        let cameraLookingDirection = sceneView.pointOfView!.parentFront
        let cameraLookingDirectionInTargetNodesReference = boxNode.convertVector(cameraLookingDirection,
                                                                                 from: sceneView.pointOfView!.parent!)

        rotationAxis = GLKVector3(cameraLookingDirectionInTargetNodesReference)
    } else if rotation.state == .ended {
        startingOrientation = GLKQuaternionIdentity
        rotationAxis = GLKVector3Make(0, 0, 0)
    } else if rotation.state == .changed {

        // This will be the total rotation to apply to the starting orientation
        let quaternion = GLKQuaternion(angle: Float(rotation.rotation), axis: rotationAxis)

        // Apply the rotation
        node.orientation = SCNQuaternion((startingOrientation * quaternion).normalized())
    }
}

解释

真正关键的部分是找出你想要旋转的矢量,幸运的是SceneKit提供了非常方便的方法。不幸的是,他们没有提供您需要的所有方法。

首先,您需要代表相机正面的矢量(相机始终朝向前轴)。 SCNNode.localFront是-Z轴(0,0,-1),这只是SceneKit中的约定。但是你想要在相机的父坐标系中代表Z轴的轴。我发现我经常需要这个,我创建了一个扩展来从parentFront获取SCNNode

现在我们有了相机的前轴

let cameraLookingDirection = sceneView.pointOfView!.parentFront

将其转换为目标的参考框架,我们使用convertVector(_,from:)来获取我们可以应用旋转的矢量。首次启动场景时,此方法的结果将是框的-Z轴(如在静态代码中,但是您使用了Z轴并取消了角度)。

let cameraLookingDirectionInTargetNodesReference = boxNode.convertVector(cameraLookingDirection, from: sceneView.pointOfView!.parent!)

为了实现附加旋转,这是我不清楚你是否需要的部分,我使用了四元数而不是矢量旋转。基本上,我在手势开始时采用框的orientation并通过四元数乘法应用旋转。这两行:

let quaternion = GLKQuaternion(angle: Float(rotation.rotation), axis: rotationAxis)
node.orientation = SCNQuaternion((startingOrientation * quaternion).normalized())

这个数学运算也可以用旋转矢量或变换矩阵来完成,但这是我熟悉的方法。

结果

enter image description here

扩展

extension SCNNode {

    /// The local unit Y axis (0, 1, 0) in parent space.
    var parentUp: SCNVector3 {

        let transform = self.transform
        return SCNVector3(transform.m21, transform.m22, transform.m23)
    }

    /// The local unit X axis (1, 0, 0) in parent space.
    var parentRight: SCNVector3 {

        let transform = self.transform
        return SCNVector3(transform.m11, transform.m12, transform.m13)
    }

    /// The local unit -Z axis (0, 0, -1) in parent space.
    var parentFront: SCNVector3 {

        let transform = self.transform
        return SCNVector3(-transform.m31, -transform.m32, -transform.m33)
    }
}

extension GLKQuaternion {

    init(vector: GLKVector3, scalar: Float) {

        let glkVector = GLKVector3Make(vector.x, vector.y, vector.z)

        self = GLKQuaternionMakeWithVector3(glkVector, scalar)
    }

    init(angle: Float, axis: GLKVector3) {

        self = GLKQuaternionMakeWithAngleAndAxis(angle, axis.x, axis.y, axis.z)
    }

    func normalized() -> GLKQuaternion {

        return GLKQuaternionNormalize(self)
    }

    static var identity: GLKQuaternion {

        return GLKQuaternionIdentity
    }
}

func * (left: GLKQuaternion, right: GLKQuaternion) -> GLKQuaternion {

    return GLKQuaternionMultiply(left, right)
}

extension SCNQuaternion {

    init(_ quaternion: GLKQuaternion) {

        self = SCNVector4(quaternion.x, quaternion.y, quaternion.z, quaternion.w)
    }
}

extension GLKQuaternion {

    init(_ quaternion: SCNQuaternion) {

        self = GLKQuaternionMake(quaternion.x, quaternion.y, quaternion.z, quaternion.w)
    }
}

extension GLKVector3 {

    init(_ vector: SCNVector3) {
        self = SCNVector3ToGLKVector3(vector)
    }
}

答案 1 :(得分:5)

简而言之,在旋转物体之前应用相机旋转的反转,然后在旋转后移除相机旋转的反转。

我设置了一个小型SceneKit示例项目来获取您想要的行为。它在Objective C中,但主要部分(handlePan)应该很容易转换为Swift: https://github.com/Xartec/ScreenSpaceRotationAndPan

- (void) handlePan:(UIPanGestureRecognizer*)gestureRecognize {
    SCNView *scnView = (SCNView *)self.view;
    CGPoint delta = [gestureRecognize translationInView:self.view];
    CGPoint loc = [gestureRecognize locationInView:self.view];
    if (gestureRecognize.state == UIGestureRecognizerStateBegan) {
        prevLoc = loc;
        touchCount = (int)gestureRecognize.numberOfTouches;

    } else if (gestureRecognize.state == UIGestureRecognizerStateChanged) {
        delta = CGPointMake(loc.x -prevLoc.x, loc.y -prevLoc.y);
        prevLoc = loc;
        if (touchCount != (int)gestureRecognize.numberOfTouches) {
            return;
        }

        SCNMatrix4 rotMat;
        if (touchCount == 2) { //create move/translate matrix
            rotMat = SCNMatrix4MakeTranslation(delta.x*0.025, delta.y*-0.025, 0);
        } else { //create rotate matrix
            SCNMatrix4 rotMatX = SCNMatrix4Rotate(SCNMatrix4Identity, (1.0f/100)*delta.y , 1, 0, 0);
            SCNMatrix4 rotMatY = SCNMatrix4Rotate(SCNMatrix4Identity, (1.0f/100)*delta.x , 0, 1, 0);
            rotMat = SCNMatrix4Mult(rotMatX, rotMatY);
        }

        //get the translation matrix of the child node
        SCNMatrix4 transMat = SCNMatrix4MakeTranslation(selectedNode.position.x, selectedNode.position.y, selectedNode.position.z);

        //move the child node to the origin of its parent (but keep its local rotation)
        selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(transMat));

        //apply the "rotation" of the parent node extra
        SCNMatrix4 parentNodeTransMat = SCNMatrix4MakeTranslation(selectedNode.parentNode.worldPosition.x, selectedNode.parentNode.worldPosition.y, selectedNode.parentNode.worldPosition.z);

        SCNMatrix4 parentNodeMatWOTrans = SCNMatrix4Mult(selectedNode.parentNode.worldTransform, SCNMatrix4Invert(parentNodeTransMat));

        selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, parentNodeMatWOTrans);

        //apply the inverse "rotation" of the current camera extra
        SCNMatrix4 camorbitNodeTransMat = SCNMatrix4MakeTranslation(scnView.pointOfView.worldPosition.x, scnView.pointOfView.worldPosition.y, scnView.pointOfView.worldPosition.z);
        SCNMatrix4 camorbitNodeMatWOTrans = SCNMatrix4Mult(scnView.pointOfView.worldTransform, SCNMatrix4Invert(camorbitNodeTransMat));
        selectedNode.transform = SCNMatrix4Mult(selectedNode.transform,SCNMatrix4Invert(camorbitNodeMatWOTrans));

        //perform the rotation based on the pan gesture
        selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, rotMat);

        //remove the extra "rotation" of the current camera
        selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, camorbitNodeMatWOTrans);
        //remove the extra "rotation" of the parent node (we can use the transform because parent node is at world origin)
        selectedNode.transform = SCNMatrix4Mult(selectedNode.transform,SCNMatrix4Invert(parentNodeMatWOTrans));

        //add back the local translation mat
        selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, transMat);

    }
}

它包括平移以及在屏幕空间中旋转,无论节点的方向和位置如何,无论相机的旋转和位置如何,以及childNode和直接位于rootNode下的节点。