[英]SceneKit: move camera towards direction its facing with pan gesture
我在我的SceneKit游戲中設置了一些自定義相機控件。 我在根據相機的y歐拉角進行自動平移手勢時遇到問題。 我具有的平移手勢通過在x和z軸上平移相機(通過使用手勢平移)來工作。問題是,盡管相機旋轉,但相機仍將繼續在x和z軸上平移。 我想要它,以便相機在其面向的軸上平移。
這是我用來平移/旋轉的手勢:
平移:
var previousTranslation = SCNVector3(x: 0.0,y: 15,z: 0.0)
var lastWidthRatio:Float = 0
var angle:Float = 0
@objc func pan(gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
gesture.maximumNumberOfTouches = 1
if gesture.numberOfTouches == 1 {
let view = self.view as! SCNView
let node = view.scene!.rootNode.childNode(withName: "Node", recursively: false)
let secondNode = view.scene!.rootNode.childNode(withName: "CameraHandler", recursively: false)
let translation = gesture.translation(in: view)
let constant: Float = 30.0
angle = secondNode!.eulerAngles.y
//these were the previous values I was using to handle panning, they worked but provided really jittery movement. You can change the direction they rotate by multiplying the sine/cosine .pi values by any integer.
//var translateX = Float(translation.y) * sin(.pi) / cos(.pi) - Float(translation.x) * cos(.pi)
//var translateY = Float(translation.y) * cos(.pi) / cos(.pi) + Float(translation.x) * sin(.pi)
//these ones work a lot smoother
var translateX = Float(translation.x) * Float(Double.pi / 180)
var translateY = Float(translation.y) * Float(Double.pi / 180)
translateX = translateX * constant
translateY = translateY * constant
switch gesture.state {
case .began:
previousTranslation = node!.position
break;
case .changed:
node!.position = SCNVector3Make((previousTranslation.x + translateX), previousTranslation.y, (previousTranslation.z + translateY))
break
default: break
}
}
}
回轉:
@objc func rotate(gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 2
gesture.maximumNumberOfTouches = 2
if gesture.numberOfTouches == 2 {
let view = self.view as! SCNView
let node = view.scene!.rootNode.childNode(withName: "CameraHandler", recursively: false)
let translate = gesture.translation(in: view)
var widthRatio:Float = 0
widthRatio = Float(translate.x / 10) * Float(Double.pi / 180)
switch gesture.state {
case .began:
lastWidthRatio = node!.eulerAngles.y
break
case .changed:
node!.eulerAngles.y = lastWidthRatio + widthRatio
print(node!.eulerAngles.y)
break
default: break
}
}
}
CameraHandler
節點是Camera
節點的父節點。 一切正常,只是不像我想要的那樣工作。 希望這很清楚,讓你們理解。
在目標C中,關鍵部分是最后三行,尤其是最后一行中矩陣的乘法順序(導致移動發生在局部空間中)。 如果切換了Transmat和Cammat,它將像現在一樣(在世界空間中移動)再次表現。 重構部分僅適用於我可能同時使用透視相機和正交相機的特定情況。
-(void)panCamera :(CGPoint)location {
CGFloat dx = _prevlocation.x - location.x;
CGFloat dy = location.y - _prevlocation.y;
_prevlocation = location;
//refactor dx and dy based on camera distance or orthoscale
if (cameraNode.camera.usesOrthographicProjection) {
dx = dx / 416 * cameraNode.camera.orthographicScale;
dy = dy / 416 * cameraNode.camera.orthographicScale;
} else {
dx = dx / 720 * cameraNode.position.z;
dy = dy / 720 * cameraNode.position.z;
}
SCNMatrix4 cammat = self.cameraNode.transform;
SCNMatrix4 transmat = SCNMatrix4MakeTranslation(dx, 0, dy);
self.cameraNode.transform = SCNMatrix4Mult(transmat, cammat);
}
根據Xartec的回答,我弄清楚了。 我將其翻譯為快速內容,並對其進行了改裝,使其可以滿足我的需求。 我對它並不真正滿意,因為運動不平穩。 我將在今天晚些時候進行平滑處理。
平移手勢:此手勢沿旋轉相機的方向在場景周圍平移相機父節點。 它的工作原理與我想要的完全一樣。
@objc func pan(gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
gesture.maximumNumberOfTouches = 1
if gesture.numberOfTouches == 1 {
let view = self.view as! SCNView
let node = view.scene!.rootNode.childNode(withName: "CameraHandler", recursively: false)
let translation = gesture.translation(in: view)
var dx = previousTranslation.x - translation.x
var dy = previousTranslation.y - translation.y
dx = dx / 100
dy = dy / 100
print(dx,dy)
let cammat = node!.transform
let transmat = SCNMatrix4MakeTranslation(Float(dx), 0, Float(dy))
switch gesture.state {
case .began:
previousTranslation = translation
break;
case .changed:
node!.transform = SCNMatrix4Mult(transmat, cammat)
break
default: break
}
}
}
旋轉手勢:此手勢用兩個手指旋轉相機。
@objc func rotate(gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 2
gesture.maximumNumberOfTouches = 2
if gesture.numberOfTouches == 2 {
let view = self.view as! SCNView
let node = view.scene!.rootNode.childNode(withName: "CameraHandler", recursively: false)
let translate = gesture.translation(in: view)
var widthRatio:Float = 0
widthRatio = Float(translate.x / 10) * Float(Double.pi / 180)
switch gesture.state {
case .began:
lastWidthRatio = node!.eulerAngles.y
break
case .changed:
node!.eulerAngles.y = lastWidthRatio + widthRatio
break
default: break
}
}
}
為了獲得與我相同的功能,您需要將cameraNode
附加到父節點。 像這樣:
//create and add a camera to the scene
let cameraNode = SCNNode()
//cameraHandler is declared outside viewDidLoad.
let cameraHandler = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.name = "Camera"
cameraNode.position = SCNVector3(x: 0.0,y: 10.0,z: 20.0)
//This euler angle only rotates the camera downward a little bit. It is not neccessary
cameraNode.eulerAngles = SCNVector3(x: -0.6, y: 0, z: 0)
cameraHandler.addChildNode(cameraNode)
cameraHandler.name = "CameraHandler"
scene.rootNode.addChildNode(cameraHandler)
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