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iosswiftaugmented-realityscenekitarkit

SceneKit. Place nodes in one "surface"


The users draw a line on drawing views and then I need to translate these points into 3d world, but place these points in one "surface". For this, I map the array of points into vectors (I use hitTest with .featurePoint) and then filter this array for the further one

func didEndDrawing(with points: [CGPoint]) {

    guard let transform = sceneView.pointOfView?.transform else { return }
    let cameraVectror = SCNVector3(transform.m31, transform.m32, transform.m33)

    let farthestVector = points
        .reduce((vector: SCNVector3(0, 0, 0), distance: CGFloat.zero)) { result, point in
                    
        guard let vector = getVector(for: point) else { return result }
        let distance: CGFloat = cameraVectror.distance(to: vector)
        return  distance > result.distance ? (vector, distance) : result
    }
        .vector
}
let parentNode = SCNNode()
parentNode.position = farthestVector

How can I adjust coordinates (I guess z position) to have all the child nodes at the same distance from the point of view? The idea of the app is freehand drawing in AR.

Update

With Voltan's help I was able to solve it


points.forEach { point in
    let scenePoint = sceneView.unprojectPoint(SCNVector3(point.x, point.y, CGFloat(projectedPoint.z)))
    let sphere = SCNSphere(radius: 0.01)
    let material = SCNMaterial()
    material.diffuse.contents = UIColor.green
    sphere.materials = [material]
    let node = SCNNode(geometry: sphere)
    node.position = scenePoint
    sceneView.scene.rootNode.addChildNode(node)
}

Solution

  • If I'm understanding correctly, you want some kind of tap/drag combination - get the points from the 2D world and translate to a 3D world. This is some game code for a missile command type game, maybe it will help you with unprojectPoint stuff. There are some timers that aren't included, but hopefully you will get the idea.

    @objc func handleTap(recognizer: UITapGestureRecognizer)
        {
            if(data.gameState == .endGame)
            {
                endGameAnimates.stop()
                let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
                
                return
            }
            
            if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
            
            currentLocation = recognizer.location(in: gameScene)
            let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
            let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
            
            if(data.gameState == .endGame) // Allow animations to finish, otherwise they will show up next round
            {
                DispatchQueue.main.async { self.endGameAnimates.stop() }
                let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
                return
            }
            
            if(data.missilesAvailable <= 0)
            {
                sound.playSoundType(vSoundType: .defenseFails)
                hudControl.notify()
            }
            else
            {
                gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 0)
                sound.playSoundType(vSoundType: .defenseFires)
            }
        }
        //**************************************************************************
        @objc func handlePan(recognizer: UIPanGestureRecognizer)
        {
            currentLocation = recognizer.location(in: gameScene)
            let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
            let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
            
            if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
            
            switch recognizer.state
            {
            case UIGestureRecognizer.State.began:
                gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 1)
                SNDdefenseSoundCount = 0
                if(data.missilesAvailable <= 0) { sound.playSoundType(vSoundType: .defenseFails); hudControl.notify() }
                beginLocation.x = currentLocation.x
                break
            case UIGestureRecognizer.State.changed:
                if(currentLocation.x > beginLocation.x + dragDistance) 
                {
                    beginLocation.x = currentLocation.x
                    if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
                    SNDdefenseSoundCount += 1
                }
                if(currentLocation.x < beginLocation.x - dragDistance)
                {
                    beginLocation.x = currentLocation.x
                    if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
                    SNDdefenseSoundCount += 1
                }
                break
            case UIGestureRecognizer.State.ended:
                if(data.missilesAvailable > 0)
                {
                    if(SNDdefenseSoundCount < 2) { sound.playSoundType(vSoundType: .defenseFires) }
                    else                         { sound.playSoundType(vSoundType: .defensePans)  }
                }
                break
            default:
                break
            }