I have a question about moving the camera up/down and left/right without rotating in SceneKit with a pan gesture. I have found plenty of discussions about rotating the camera, which I am using for my rotation. But I can't figure out how to move the camera without rotating it. I am trying to mimic, allowsCameraControl where the user can pan with two fingers to change the cameras x and y position. Here is the code for my pan gesture recognizer, any help would be greatly appreciated, thanks!
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).
Instead, you just want to slide left/right (X axis) or up/down (Y axis) in response to touch. It looks like you're doing that. 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! Make the camera node a child of your scene's root node.
Now the confounding thing happens when your camera isn't lined up with the root coordinate system. 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. 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. I'll try to expand this answer sometime soon to demonstrate that.
Now you can do it quite simple:
scnView.allowsCameraControl = true
scnView.defaultCameraController.interactionMode = .orbitTurntable
scnView.defaultCameraController.inertiaEnabled = true
scnView.defaultCameraController.maximumVerticalAngle = 89
scnView.defaultCameraController.minimumVerticalAngle = -89
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With