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在 Scenekit 中移动相机

[英]Move camera in Scenekit

I have a question about moving the camera up/down and left/right without rotating in SceneKit with a pan gesture.我有一个关于不使用平移手势在 SceneKit 中旋转的情况下向上/向下和向左/向右移动相机的问题。 I have found plenty of discussions about rotating the camera, which I am using for my rotation.我发现了很多关于旋转相机的讨论,我用它来旋转。 But I can't figure out how to move the camera without rotating it.但是我不知道如何在不旋转相机的情况下移动它。 I am trying to mimic, allowsCameraControl where the user can pan with two fingers to change the cameras x and y position.我试图模仿,允许相机控制,用户可以用两个手指平移来改变相机的 x 和 y 位置。 Here is the code for my pan gesture recognizer, any help would be greatly appreciated, thanks!这是我的平移手势识别器的代码,任何帮助将不胜感激,谢谢!

func handlePan(gestureRecognize: UIPanGestureRecognizer) {

    let numberOfTouches = gestureRecognize.numberOfTouches

    var translation = gestureRecognize.translation(in: gestureRecognize.view!)
    var widthRatio = Float(translation.x) / Float(gestureRecognize.view!.frame.size.width) + lastWidthRatio
    var heightRatio = Float(translation.y) / Float(gestureRecognize.view!.frame.size.height) + lastHeightRatio

    if (numberOfTouches==fingersNeededToPan) {


        self.cameraOrbit.eulerAngles.y = Float(-2 * M_PI) * widthRatio
        self.cameraOrbit.eulerAngles.x = Float(-M_PI) * heightRatio

        //for final check on fingers number
        lastFingersNumber = fingersNeededToPan
    }

    if numberOfTouches == 2 {

        self.cameraNode.position.x = -(Float(translation.x) / Float(gestureRecognize.view!.frame.size.width) + lastWidthRatio)
        self.cameraNode.position.y = -(Float(translation.y) / Float(gestureRecognize.view!.frame.size.height) + lastHeightRatio)

    }


    lastFingersNumber = (numberOfTouches>0 ? numberOfTouches : lastFingersNumber)

    if (gestureRecognize.state == .ended && lastFingersNumber==fingersNeededToPan) {
        lastWidthRatio = widthRatio
        lastHeightRatio = heightRatio
    }
}

If you want to slide left/right, or up/down, then you don't need the cameraOrbit node (that's what Scenekit camera orbit around object uses).如果您想向左/向右或向上/向下滑动,则不需要cameraOrbit节点(这是Scenekit 相机围绕对象轨道使用的节点)。

Instead, you just want to slide left/right (X axis) or up/down (Y axis) in response to touch.相反,您只想向左/向右(X 轴)或向上/向下(Y 轴)滑动以响应触摸。 It looks like you're doing that.看起来你正在这样做。 But if cameraNode is a child of cameraOrbit , you'll be moving in the coordinate system of cameraOrbit , which is also being rotated by your gesture handler!但是,如果cameraNodecameraNode的子cameraOrbit ,则您将在cameraOrbit的坐标系中移动,该坐标系也由您的手势处理程序旋转! Make the camera node a child of your scene's root node.使相机节点成为场景根节点的子节点。

Now the confounding thing happens when your camera isn't lined up with the root coordinate system.现在,当您的相机未与根坐标系对齐时,就会发生令人困惑的事情。 If the camera's X, Y, and Z axes are parallel to the scene's X/Y/Z axes, you can adjust the camera's X/Y positions to move.如果相机的 X、Y 和 Z 轴与场景的 X/Y/Z 轴平行,则可以调整相机的 X/Y 位置以进行移动。 But if the camera's been rotated, or pointed off Z axis, you need to adjust the camera node's transform , to move left/right or up/down in the plane of the camera.但是如果相机被旋转了,或者指向了 Z 轴,你需要调整相机节点的transform ,在相机的平面上向左/向右或向上/向下移动。 I'll try to expand this answer sometime soon to demonstrate that.我会尽快尝试扩展这个答案来证明这一点。

Now you can do it quite simple:现在你可以很简单地做到这一点:

scnView.allowsCameraControl = true
scnView.defaultCameraController.interactionMode = .orbitTurntable
scnView.defaultCameraController.inertiaEnabled = true
scnView.defaultCameraController.maximumVerticalAngle = 89
scnView.defaultCameraController.minimumVerticalAngle = -89

to move camera with saved orientation use使用保存的方向移动相机

func stepLeft() {
        print("stepLeft")
        if let pov = view.pointOfView {
            pov.localTranslate(by: SCNVector3(-0.5, 0, 0))
        }
    }
    
    func stepRight() {
        print("stepLeft")
        if let pov = view.pointOfView {
            pov.localTranslate(by: SCNVector3(0.5, 0, 0))
        }
    }

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