I currently have my app detecting a postcard picture. Once detected I place a 3D model of a dog on top of it. Problem is, the model is currently having the back of the dog sit sitting the card rather than it’s feet.
Is there a way to programmatically rotate the model so that the feet is standing on the postcard?
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
}
//MARK-: WHERE I CONFIGURE MY APP TO DETECT AN IMAGE
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARImageTrackingConfiguration()
guard let trackedImages = ARReferenceImage.referenceImages(inGroupNamed: "Photos", bundle: Bundle.main) else {
print("No images available")
return
}
configuration.trackingImages = trackedImages
configuration.maximumNumberOfTrackedImages = 7
sceneView.session.run(configuration)
}
//MARK-: WHERE I PLACE A PLANE/DOG MODEL (named: shipScene) OVER THE DETECTED IMAGE
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
let node = SCNNode()
if let imageAnchor = anchor as? ARImageAnchor {
let plane = SCNPlane(width: imageAnchor.referenceImage.physicalSize.width, height: imageAnchor.referenceImage.physicalSize.height)
plane.firstMaterial?.diffuse.contents = UIColor(white: 1, alpha: 0.8)
let planeNode = SCNNode(geometry: plane)
planeNode.eulerAngles.x = -.pi / 2
guard let url = Bundle.main.url(forResource: "shipScene", withExtension: "usdz") else { fatalError() }
let mdlAsset = MDLAsset(url: url)
let dogScene = SCNScene(mdlAsset: mdlAsset)
let dogNode = shipScene.rootNode.childNodes.first!
shipNode.position = SCNVector3Zero
shipNode.position.z = 0.15
planeNode.addChildNode(shipNode)
node.addChildNode(planeNode)
}
return node
}
}
I figure I can use a rendition of
shipNode.position.x
To move the model, but any attempts has just moved the model around (but not rotating it).
At first you have to retrieve a model node from scene. Take into account that node's name is not the same as scene's name! You can find your node in Scene graph
hierarchy.
let model = scene.rootNode.childNode(withName: "myModel", recursively: true)!
Then you can rotate it using rotation
property:
model.rotation.y = -CGFloat.pi / 2
or using eulerAngles
property:
model.eulerAngles = SCNVector3(0, -CGFloat.pi/2, 0)
or using orientation
property:
model.orientation = SCNVector4(0, 1, 0, -CGFloat.pi/2)
Pay attention where a pivot point
of your node is. A rotation should be around the pivot point.