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如何在相机俯视的轴上旋转 SCNNode?

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11

我添加了UIRotationGestureRecognizer并希望使用它来旋转用户选择的节点。

目前,它围绕 z-axis 旋转,如下所示:

private var startingRotation: CGFloat = 0
@objc private func handleRotation(_ rotation: UIRotationGestureRecognizer) {
    guard let node = sceneView.hitTest(rotation.location(in: sceneView), options: nil).first?.node else {
        return
    }
    if rotation.state == .began {
        startingRotation = CGFloat(node.rotation.w)
    }
    node.rotation = SCNVector4(0, 0, 1, -Float(startingRotation + rotation.rotation))
}

如果自放置节点后相机未移动,则此方法可正常工作。

在此输入图像描述

但是,如果用户移动到节点的一侧,它将不再在相机所面对的轴上旋转。

在此输入图像描述

如何围绕相机轴旋转?

2 回答

  • 12

    我想我理解你的问题,但你对 Xartec 答案的评论让我对我是否真的有点困惑。

    重述:

    目标是围绕通过从相机的原点“直接”绘制一条线形成的向量旋转对象。这是垂直于相机平面的矢量,在这种情况下是手机屏幕。此向量是摄像机的-Z 轴。

    基于我对您的目标的理解,这里是您所需要

    private var startingOrientation = GLKQuaternion.identity
    private var rotationAxis = GLKVector3Make(0, 0, 0)
    @objc private func handleRotation(_ rotation: UIRotationGestureRecognizer) {
        guard let node = sceneView.hitTest(rotation.location(in: sceneView), options: nil).first?.node else {
            return
        }
        if rotation.state == .began {
            startingOrientation = GLKQuaternion(boxNode.orientation)
            let cameraLookingDirection = sceneView.pointOfView!.parentFront
            let cameraLookingDirectionInTargetNodesReference = boxNode.convertVector(cameraLookingDirection,
                                                                                     from: sceneView.pointOfView!.parent!)
    
            rotationAxis = GLKVector3(cameraLookingDirectionInTargetNodesReference)
        } else if rotation.state == .ended {
            startingOrientation = GLKQuaternionIdentity
            rotationAxis = GLKVector3Make(0, 0, 0)
        } else if rotation.state == .changed {
    
            // This will be the total rotation to apply to the starting orientation
            let quaternion = GLKQuaternion(angle: Float(rotation.rotation), axis: rotationAxis)
    
            // Apply the rotation
            node.orientation = SCNQuaternion((startingOrientation * quaternion).normalized())
        }
    }
    

    说明

    真正关键的部分是找出你想要旋转的矢量,幸运的是 SceneKit 提供了非常方便的方法。不幸的是,他们没有提供您需要的所有方法。

    首先,您需要代表摄像机前部的矢量(摄像机始终朝向前轴)。 SCNNode.localFront是-Z 轴(0,0,-1),这只是 SceneKit 中的约定。但是你想要在相机的父坐标系中代表 Z 轴的轴。我发现我经常需要这个,我创建了一个扩展来从SCNNode获取parentFront

    现在我们有了相机的前轴

    let cameraLookingDirection = sceneView.pointOfView!.parentFront
    

    要将它转换为目标的参考框架,我们使用convertVector(_,from:)来获取一个可以应用旋转的矢量。首次启动场景时,此方法的结果将是框的-Z 轴(如在静态代码中,但是您使用了 Z 轴并取消了角度)。

    let cameraLookingDirectionInTargetNodesReference = boxNode.convertVector(cameraLookingDirection, from: sceneView.pointOfView!.parent!)
    

    为了实现一个附加旋转,这是我不清楚你是否需要的部分,我使用了四元数而不是矢量旋转。基本上,我在手势开始时取框的orientation并通过四元数乘法应用旋转。这 2 行:

    let quaternion = GLKQuaternion(angle: Float(rotation.rotation), axis: rotationAxis)
    node.orientation = SCNQuaternion((startingOrientation * quaternion).normalized())
    

    这个数学运算也可以用旋转矢量或变换矩阵来完成,但这是我熟悉的方法。

    结果

    在此输入图像描述

    扩展

    extension SCNNode {
    
        /// The local unit Y axis (0, 1, 0) in parent space.
        var parentUp: SCNVector3 {
    
            let transform = self.transform
            return SCNVector3(transform.m21, transform.m22, transform.m23)
        }
    
        /// The local unit X axis (1, 0, 0) in parent space.
        var parentRight: SCNVector3 {
    
            let transform = self.transform
            return SCNVector3(transform.m11, transform.m12, transform.m13)
        }
    
        /// The local unit -Z axis (0, 0, -1) in parent space.
        var parentFront: SCNVector3 {
    
            let transform = self.transform
            return SCNVector3(-transform.m31, -transform.m32, -transform.m33)
        }
    }
    
    extension GLKQuaternion {
    
        init(vector: GLKVector3, scalar: Float) {
    
            let glkVector = GLKVector3Make(vector.x, vector.y, vector.z)
    
            self = GLKQuaternionMakeWithVector3(glkVector, scalar)
        }
    
        init(angle: Float, axis: GLKVector3) {
    
            self = GLKQuaternionMakeWithAngleAndAxis(angle, axis.x, axis.y, axis.z)
        }
    
        func normalized() -> GLKQuaternion {
    
            return GLKQuaternionNormalize(self)
        }
    
        static var identity: GLKQuaternion {
    
            return GLKQuaternionIdentity
        }
    }
    
    func * (left: GLKQuaternion, right: GLKQuaternion) -> GLKQuaternion {
    
        return GLKQuaternionMultiply(left, right)
    }
    
    extension SCNQuaternion {
    
        init(_ quaternion: GLKQuaternion) {
    
            self = SCNVector4(quaternion.x, quaternion.y, quaternion.z, quaternion.w)
        }
    }
    
    extension GLKQuaternion {
    
        init(_ quaternion: SCNQuaternion) {
    
            self = GLKQuaternionMake(quaternion.x, quaternion.y, quaternion.z, quaternion.w)
        }
    }
    
    extension GLKVector3 {
    
        init(_ vector: SCNVector3) {
            self = SCNVector3ToGLKVector3(vector)
        }
    }
    
  • 5

    简而言之,在旋转对象之前应用相机旋转的反转,然后在旋转后移除相机旋转的反转。

    我设置了一个小型 SceneKit 示例项目来获取您想要的行为。它在 Objective C 中,但主要部分(handlePan)应该很容易转换为 Swift:https://github.com/Xartec/ScreenSpaceRotationAndPan

    - (void) handlePan:(UIPanGestureRecognizer*)gestureRecognize {
        SCNView *scnView = (SCNView *)self.view;
        CGPoint delta = [gestureRecognize translationInView:self.view];
        CGPoint loc = [gestureRecognize locationInView:self.view];
        if (gestureRecognize.state == UIGestureRecognizerStateBegan) {
            prevLoc = loc;
            touchCount = (int)gestureRecognize.numberOfTouches;
    
        } else if (gestureRecognize.state == UIGestureRecognizerStateChanged) {
            delta = CGPointMake(loc.x -prevLoc.x, loc.y -prevLoc.y);
            prevLoc = loc;
            if (touchCount != (int)gestureRecognize.numberOfTouches) {
                return;
            }
    
            SCNMatrix4 rotMat;
            if (touchCount == 2) { //create move/translate matrix
                rotMat = SCNMatrix4MakeTranslation(delta.x*0.025, delta.y*-0.025, 0);
            } else { //create rotate matrix
                SCNMatrix4 rotMatX = SCNMatrix4Rotate(SCNMatrix4Identity, (1.0f/100)*delta.y , 1, 0, 0);
                SCNMatrix4 rotMatY = SCNMatrix4Rotate(SCNMatrix4Identity, (1.0f/100)*delta.x , 0, 1, 0);
                rotMat = SCNMatrix4Mult(rotMatX, rotMatY);
            }
    
            //get the translation matrix of the child node
            SCNMatrix4 transMat = SCNMatrix4MakeTranslation(selectedNode.position.x, selectedNode.position.y, selectedNode.position.z);
    
            //move the child node to the origin of its parent (but keep its local rotation)
            selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(transMat));
    
            //apply the "rotation" of the parent node extra
            SCNMatrix4 parentNodeTransMat = SCNMatrix4MakeTranslation(selectedNode.parentNode.worldPosition.x, selectedNode.parentNode.worldPosition.y, selectedNode.parentNode.worldPosition.z);
    
            SCNMatrix4 parentNodeMatWOTrans = SCNMatrix4Mult(selectedNode.parentNode.worldTransform, SCNMatrix4Invert(parentNodeTransMat));
    
            selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, parentNodeMatWOTrans);
    
            //apply the inverse "rotation" of the current camera extra
            SCNMatrix4 camorbitNodeTransMat = SCNMatrix4MakeTranslation(scnView.pointOfView.worldPosition.x, scnView.pointOfView.worldPosition.y, scnView.pointOfView.worldPosition.z);
            SCNMatrix4 camorbitNodeMatWOTrans = SCNMatrix4Mult(scnView.pointOfView.worldTransform, SCNMatrix4Invert(camorbitNodeTransMat));
            selectedNode.transform = SCNMatrix4Mult(selectedNode.transform,SCNMatrix4Invert(camorbitNodeMatWOTrans));
    
            //perform the rotation based on the pan gesture
            selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, rotMat);
    
            //remove the extra "rotation" of the current camera
            selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, camorbitNodeMatWOTrans);
            //remove the extra "rotation" of the parent node (we can use the transform because parent node is at world origin)
            selectedNode.transform = SCNMatrix4Mult(selectedNode.transform,SCNMatrix4Invert(parentNodeMatWOTrans));
    
            //add back the local translation mat
            selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, transMat);
    
        }
    }
    

    它包括平移以及在屏幕空间中旋转,无论节点的方向和位置如何,无论摄像机的旋转和位置如何,以及 childNode 和直接位于 rootNode 下的节点。

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