I am developing ARKit Application using 3d models. So for that I have used 3d models & added gestures for move, rotate & zoom 3d models.
Now I am facing only 1 issue but I am not sure if this issue relates to what. Is there an issue in 3d model or if anything missing in my program.
Issue is the 3d model I am using shows very big & goes out of the screen. I am trying to scale it down size but its very big.
Here is my code :
@IBOutlet var mySceneView: ARSCNView!
var selectedNode = SCNNode()
var prevLoc = CGPoint()
var touchCount : Int = 0
override func viewDidLoad() {
super.viewDidLoad()
self.lblTitle.text = self.sceneTitle
let mySCN = SCNScene.init(named: "art.scnassets/\(self.sceneImagename).scn")!
self.mySceneView.scene = mySCN
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3Make(0, 0, 0)
self.mySceneView.scene.rootNode.addChildNode(cameraNode)
self.mySceneView.allowsCameraControl = true
self.mySceneView.autoenablesDefaultLighting = true
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(detailPage.doHandleTap(_:)))
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(detailPage.doHandlePan(_:)))
let gesturesArray = NSMutableArray()
gesturesArray.add(tapGesture)
gesturesArray.add(panGesture)
gesturesArray.addObjects(from: self.mySceneView.gestureRecognizers!)
self.mySceneView.gestureRecognizers = (gesturesArray as! [UIGestureRecognizer])
}
//MARK:- Handle Gesture
@objc func doHandlePan(_ sender: UIPanGestureRecognizer) {
var delta = sender.translation(in: self.view)
let loc = sender.location(in: self.view)
if sender.state == .began {
self.prevLoc = loc
self.touchCount = sender.numberOfTouches
} else if sender.state == .changed {
delta = CGPoint(x: loc.x - prevLoc.x, y: loc.y - prevLoc.y)
prevLoc = loc
if self.touchCount != sender.numberOfTouches {
return
}
var rotMat = SCNMatrix4()
if touchCount == 2 {
rotMat = SCNMatrix4MakeTranslation(Float(delta.x * 0.025), Float(delta.y * -0.025), 0)
} else {
let rotMatX = SCNMatrix4Rotate(SCNMatrix4Identity, Float((1.0/100) * delta.y), 1, 0, 0)
let rotMatY = SCNMatrix4Rotate(SCNMatrix4Identity, Float((1.0/100) * delta.x), 0, 1, 0)
rotMat = SCNMatrix4Mult(rotMatX, rotMatY)
}
let transMat = SCNMatrix4MakeTranslation(selectedNode.position.x, selectedNode.position.y, selectedNode.position.z)
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(transMat))
let parentNodeTransMat = SCNMatrix4MakeTranslation((selectedNode.parent?.worldPosition.x)!, (selectedNode.parent?.worldPosition.y)!, (selectedNode.parent?.worldPosition.z)!)
let parentNodeMatWOTrans = SCNMatrix4Mult(selectedNode.parent!.worldTransform, SCNMatrix4Invert(parentNodeTransMat))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, parentNodeMatWOTrans)
let camorbitNodeTransMat = SCNMatrix4MakeTranslation((self.mySceneView.pointOfView?.worldPosition.x)!, (self.mySceneView.pointOfView?.worldPosition.y)!, (self.mySceneView.pointOfView?.worldPosition.z)!)
let camorbitNodeMatWOTrans = SCNMatrix4Mult(self.mySceneView.pointOfView!.worldTransform, SCNMatrix4Invert(camorbitNodeTransMat))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(camorbitNodeMatWOTrans))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, rotMat)
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, camorbitNodeMatWOTrans)
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(parentNodeMatWOTrans))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, transMat)
}
}
@objc func doHandleTap(_ sender: UITapGestureRecognizer) {
let p = sender.location(in: self.mySceneView)
var hitResults = self.mySceneView.hitTest(p, options: nil)
if (p.x > self.mySceneView.frame.size.width-100 || p.y < 100) {
self.mySceneView.allowsCameraControl = !self.mySceneView.allowsCameraControl
}
if hitResults.count > 0 {
let result = hitResults[0]
let material = result.node.geometry?.firstMaterial
selectedNode = result.node
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.3
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.3
SCNTransaction.commit()
}
material?.emission.contents = UIColor.white
SCNTransaction.commit()
}
}
My Question is :
Can we set any size of 3d object model Aspect fit in screen size in the centre of the screen ? Please suggest if there is some way for it.
Any guidence or suggestions will be highly appreciated.
The way I handled this is making sure the 3D model always has a fixed size.
For example, if the 3D model is a small cup or a large house, I insure it always has a width of 25 cm on the scene's coordinate space (while maintaining the ratios between x y z).
You can calculate the width of the bounding box of the node like this:
let mySCN = SCNScene(named: "art.scnassets/\(self.sceneImagename).scn")!
let minX = mySCN.rootNode.boundingBox.min.x
let maxX = mySCN.rootNode.boundingBox.max.x
// change 0.25 to whatever you need
// this value is in meters
let scaleValue = 0.25 / abs(minX - maxX)
// scale all axes of the node using `scaleValue`
// this maintains ratios and does not stretch the model
mySCN.rootNode.scale = SCNVector3(scaleValue, scaleValue, scaleValue)
self.mySceneView.scene = mySCN
You can also calculate the scale value based on height or depth by using the y or z value of the bounding box.