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iosswift3dgesture

How to rotate to another face of 3d cube when swiped right


I created a 3d cube using SceneKit and added a gesture to recognize swiping right. But, I do not know how to rotate the cube to another face when swiped right. I do not want the cube to rotate continuously when swiped, only moving to another face that is on the right side. Sorry for any confusions.

Here is my code where I created cube:

import UIKit
import SceneKit

class ViewController: UIViewController {
// UI
@IBOutlet weak var geometryLabel: UILabel!
@IBOutlet weak var sceneView: SCNView!
// Geometry
var geometryNode: SCNNode = SCNNode()

// Gestures
var currentAngle: Float = 0.0

// MARK: Lifecycle
override func viewDidLoad() {
  super.viewDidLoad()

}

override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)

// MARK: Scene

sceneSetup()


}

func sceneSetup() {

    let scene = SCNScene()
    sceneView.scene = scene
    sceneView.allowsCameraControl = false
    sceneView.autoenablesDefaultLighting = true

    let cameraNode = SCNNode()
    cameraNode.camera = SCNCamera()
    cameraNode.position = SCNVector3Make(0, 0, 25)
    scene.rootNode.addChildNode(cameraNode)

    var geometries = [
        SCNBox(width: 8.0, height: 8.0, length: 8.0, chamferRadius: 1.0)
    ]

    var materials = [SCNMaterial]()

    for i in 1...6 {
        let material = SCNMaterial()

        if i == 1 { material.diffuse.contents = UIColor(red:0.02, green:0.98, blue:0.98, alpha:1.0) }
        if i == 2 { material.diffuse.contents = UIColor(red:0.02, green:0.98, blue:0.98, alpha:1.0) }
        if i == 3 { material.diffuse.contents = UIColor(red:0.02, green:0.98, blue:0.98, alpha:1.0) }
        if i == 4 { material.diffuse.contents = UIColor(red:0.02, green:0.98, blue:0.98, alpha:1.0) }
        if i == 5 { material.diffuse.contents = UIColor(red:0.02, green:0.98, blue:0.98, alpha:1.0) }
        if i == 6 { material.diffuse.contents = UIColor(red:0.02, green:0.98, blue:0.98, alpha:1.0) }

        materials.append(material)
    }

    for i in 0..<geometries.count {
        let geometry = geometries[i]
        let node = SCNNode(geometry: geometry)

        node.geometry?.materials = materials

        scene.rootNode.addChildNode(node)
    }


    let swipeRight: UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector(respondToSwipeGesture(gesture:)))
    swipeRight.direction = .right
    sceneView.addGestureRecognizer(swipeRight)


}

Function for swipe right gesture when recognize:

func respondToSwipeGesture(gesture: UIGestureRecognizer) {


    if let swipeGesture = gesture as? UISwipeGestureRecognizer {


        switch swipeGesture.direction {

            case UISwipeGestureRecognizerDirection.right:

                print("Swiped Right")

            default:

                break
        }
    }
}

Solution

  • You need to use a SCNAction.rotate getting the current w value of the node rotation and adding the amount of angle you want, using this 2 extensions for converting to Radians and from Radians, replace my self.shipNode by your cube node, and change the axis if you need to, taking in account that the first 0 in the SCNVector4Make sentence is X axis

    This is an example

    extension Int {
        var degreesToRadians: Double { return Double(self) * .pi / 180 }
        var radiansToDegrees: Double { return Double(self) * 180 / .pi }
    }
    
    extension FloatingPoint {
        var degreesToRadians: Self { return self * .pi / 180 }
        var radiansToDegrees: Self { return self * 180 / .pi }
    }
    
    @objc func handleTap(_ gestureRecognize: UIGestureRecognizer) {
        //here we rotate the ship node 30 grades in the Y axis each time
        self.shipNode?.runAction(SCNAction.rotate(toAxisAngle: SCNVector4Make(0, 1, 0, (self.shipNode?.rotation.w)! + Float(30.degreesToRadians)), duration: 1))
    }
    

    To rotate down you only have to change the axis of the rotation you can use this

    - (void) handleTap:(UIGestureRecognizer*)gestureRecognize
    {
    
         [self.ship runAction:[SCNAction rotateToAxisAngle:SCNVector4Make(1, 0, 0, [self getRadiansFromAngle:[self getAngleFromRadian:self.ship.rotation.w] + 30]) duration:1]];
    }
    

    UPDATED Using your code You need to use SCNAction.rotate(by: #Float, around: #SCNVector3, duration: #duration) method instead, below is the full code for your requeriments

    @objc func respondToSwipeGesture(gesture: UIGestureRecognizer) {
    
    
            if let swipeGesture = gesture as? UISwipeGestureRecognizer {
    
    
                switch swipeGesture.direction {
    
                    case UISwipeGestureRecognizerDirection.right:
    
                        print("Swiped Right")
    
                    geometryNode.runAction(SCNAction.rotate(by: CGFloat(90.degreesToRadians), around: SCNVector3Make(0, 1, 0), duration: 0.2))
    
    
                    case UISwipeGestureRecognizerDirection.left:
    
                        print("Swiped Left")
                        geometryNode.runAction(SCNAction.rotate(by: CGFloat(-90.degreesToRadians), around: SCNVector3Make(0, 1, 0), duration: 0.2))
    
                    case UISwipeGestureRecognizerDirection.down:
    
                        print("Swiped Down")
                       geometryNode.runAction(SCNAction.rotate(by: CGFloat(90.degreesToRadians), around: SCNVector3Make(1, 0, 0), duration: 0.2))
                    default:
    
                        break
                }
            }
        }