I have a model which I rotate using the pan gesture. It works fine but it does not rotate all 360 degrees. It rotates to 180 and then stops. Also if I end the pan gesture and starts again then the position is reset. Here is my code.
@objc func panned(recognizer :UIPanGestureRecognizer) {
var newAngleY :Float = 0.0
if recognizer.state == .changed {
let sceneView = recognizer.view as! ARSCNView
let touchPoint = recognizer.location(in: sceneView)
let translation = recognizer.translation(in: sceneView)
print(translation.x)
let scnHitTestResults = self.sceneView.hitTest(touchPoint, options: nil)
if let hitTestResult = scnHitTestResults.first {
let chairNode = hitTestResult.node
newAngleY = (Float)(translation.x)*(Float)(Double.pi)/180
newAngleY += chairNode.eulerAngles.y/180
chairNode.eulerAngles.y = newAngleY
}
}
else if recognizer.state == .ended {
currentAngleY = newAngleY
}
}
You could try this:
Create a var currentAngleY: Float = 0.0
Then in your PanGestureRecognizer try the following:
/// Rotates An Object On It's YAxis
///
/// - Parameter gesture: UIPanGestureRecognizer
@objc func rotateObject(gesture: UIPanGestureRecognizer) {
guard let nodeToRotate = currentNode else { return }
let translation = gesture.translation(in: gesture.view!)
var newAngleY = (Float)(translation.x)*(Float)(Double.pi)/180.0
newAngleY += currentAngleY
nodeToRotate.eulerAngles.y = newAngleY
if(gesture.state == .ended) { currentAngleY = newAngleY }
}
nodeToRotate
refers to an SCNNode I have already selected, but you should be able to adapt it as you see fit.
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