I create a scene in playground and use hitTest (func hitTest(_ point: CGPoint, options: [SCNHitTestOption : Any]? = nil) -> [SCNHitTestResult]) function to determine if one of the nodes has been touched, but it causes a crash of simulator in playground only when nodes are touched. This does not happen with the same code on iOS project with xcode.
func panGesture(sender: UIPanGestureRecognizer) {
sender.view
let translation = sender.translation(in: sender.view!)
var newAngleX = (Float)(translation.y)*(Float)(M_PI)/180.0
newAngleX += currentXAngle
var newAngleY = (Float)(translation.x)*(Float)(M_PI)/180.0
newAngleY += currentYAngle
if (sender.numberOfTouches>0){
var point = sender.location(in: self)
print(point)
let hit = self.hitTest(point, options: nil)
let node = hit.first?.node
node?.eulerAngles.x = newAngleX
node?.eulerAngles.y = newAngleY
if(sender.state == UIGestureRecognizerState.ended) {
currentXAngle = newAngleX
currentYAngle = newAngleY
}
}
}
This runs really, really, really slow in Playground... but maybe there's something else going on. Anyway, if you replace your func panGesture(sender: UIPanGestureRecognizer)
with this, it should at least let you run it in the Playground without crashing.
func panGesture(sender: UIPanGestureRecognizer) {
sender.view
let translation = sender.translation(in: sender.view!)
var newAngleX = (Float)(translation.y)*(Float)(M_PI)/180.0
newAngleX += currentXAngle
var newAngleY = (Float)(translation.x)*(Float)(M_PI)/180.0
newAngleY += currentYAngle
let point = sender.location(in: self)
print(point)
// important
guard let hit = self.hitTest(point, options: nil) as? [SCNHitTestResult] else { return }
// and, don't go in here if hit.count == 0, because it won't have a .first
if (sender.numberOfTouches > 0 && hit.count > 0){
let node = hit.first?.node
node?.eulerAngles.x = newAngleX
node?.eulerAngles.y = newAngleY
if(sender.state == UIGestureRecognizerState.ended) {
currentXAngle = newAngleX
currentYAngle = newAngleY
}
}
}