iOS-ARKit-如何创建旋转对象手势功能? [英] ios - ARKit - How to create rotate object gesture function?
问题描述
我是ARKit的新手.我想创建一个旋转对象的函数.这是我有关拖动和旋转对象的代码:
// Rotate object
@objc func rotateRecognized(sender: UIPanGestureRecognizer) {
let sceneView = sender.view as! ARSCNView
let swipeLocation = sender.location(in: sceneView)
let hitTest = sceneView.hitTest(swipeLocation)
if !hitTest.isEmpty {
sender.minimumNumberOfTouches = 2
let results = hitTest.first!
let node = results.node
let xPan = sender.velocity(in: sceneView).x/10000
node.runAction(SCNAction.rotateBy(x: 0, y: xPan, z: 0, duration: 0.1))
}
}
// Drag object
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Get The Current Touch Point
guard let currentTouchPoint = touches.first?.location(in: self.sceneView),
//2. Get The Next Feature Point Etc
let hitTest = sceneView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
self.sceneView.scene.rootNode.enumerateChildNodes{ (node, _) in
node.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
}
当我拖动一个对象时,它可以正常工作.但是,当我用两根手指滑动对象来旋转对象时,除非删除touchesMoves方法,否则对象将无法旋转. 如何解决这个问题?谢谢.
我认为最好使用GestureRecognizers
而不是将touches
和gestures
结合在一起使用.
因此,让我们看一下如何解决这个问题.
您已经具有拖动SCNNode的功能,可以很容易地将其转换为UIPanGesture
,并且您希望有一个函数可以围绕它的YAxis旋转SCNNode,而我们可以很容易地使用UIRotationGestureRecognizer
进行此操作.>
在我的示例中,我有一个名为currentNode的SCNNode,尽管您的当然会有所不同.
首先,我们将创建两个变量:
//Store The Rotation Of The CurrentNode
var currentAngleY: Float = 0.0
//Not Really Necessary But Can Use If You Like
var isRotating = false
然后我们将在viewDidLoad
中创建两个gestureRecognizers
:
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(moveNode(_:)))
self.view.addGestureRecognizer(panGesture)
let rotateGesture = UIRotationGestureRecognizer(target: self, action: #selector(rotateNode(_:)))
self.view.addGestureRecognizer(rotateGesture)
完成此操作后,我们需要创建函数.
第一个将处理拖动currentNode的操作,例如:
/// Rotates An Object On It's YAxis
///
/// - Parameter gesture: UIPanGestureRecognizer
@objc func moveNode(_ gesture: UIPanGestureRecognizer) {
if !isRotating{
//1. Get The Current Touch Point
let currentTouchPoint = gesture.location(in: self.augmentedRealityView)
//2. Get The Next Feature Point Etc
guard let hitTest = self.augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
currentNode.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
}
第二次绕它的YAxis旋转
/// Rotates An SCNNode Around It's YAxis
///
/// - Parameter gesture: UIRotationGestureRecognizer
@objc func rotateNode(_ gesture: UIRotationGestureRecognizer){
//1. Get The Current Rotation From The Gesture
let rotation = Float(gesture.rotation)
//2. If The Gesture State Has Changed Set The Nodes EulerAngles.y
if gesture.state == .changed{
isRotating = true
currentNode.eulerAngles.y = currentAngleY + rotation
}
//3. If The Gesture Has Ended Store The Last Angle Of The Cube
if(gesture.state == .ended) {
currentAngleY = currentNode.eulerAngles.y
isRotating = false
}
}
这是一个非常粗糙的示例,您需要查看不同的gestureStates
等,但是希望它可以为您指明正确的方向...
I'm new in ARKit. I want to create a function to rotate object. This is my code about drag and rotate object:
// Rotate object
@objc func rotateRecognized(sender: UIPanGestureRecognizer) {
let sceneView = sender.view as! ARSCNView
let swipeLocation = sender.location(in: sceneView)
let hitTest = sceneView.hitTest(swipeLocation)
if !hitTest.isEmpty {
sender.minimumNumberOfTouches = 2
let results = hitTest.first!
let node = results.node
let xPan = sender.velocity(in: sceneView).x/10000
node.runAction(SCNAction.rotateBy(x: 0, y: xPan, z: 0, duration: 0.1))
}
}
// Drag object
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Get The Current Touch Point
guard let currentTouchPoint = touches.first?.location(in: self.sceneView),
//2. Get The Next Feature Point Etc
let hitTest = sceneView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
self.sceneView.scene.rootNode.enumerateChildNodes{ (node, _) in
node.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
}
When I drag an object, it's work fine. But when I rotate object by swipe with two fingers, the object cannot rotate until I remove the touchesMoves method. How to fix this issue? Thank you.
I think it would be best to approach this using GestureRecognizers
rather than a combination of both touches
and gestures
together.
Let's have a look therefore, at how we could tackle this.
You already have the functionality to drag an SCNNode which could quite easily be converted into a UIPanGesture
, and you want a function to rotate an SCNNode around it's YAxis which we can quite easily do with a UIRotationGestureRecognizer
.
In my example I have an SCNNode called currentNode, although yours will of course be different.
First we will create two variables:
//Store The Rotation Of The CurrentNode
var currentAngleY: Float = 0.0
//Not Really Necessary But Can Use If You Like
var isRotating = false
Then we will create two gestureRecognizers
in viewDidLoad
:
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(moveNode(_:)))
self.view.addGestureRecognizer(panGesture)
let rotateGesture = UIRotationGestureRecognizer(target: self, action: #selector(rotateNode(_:)))
self.view.addGestureRecognizer(rotateGesture)
Having done this, we then need to create our functions.
The first will handle dragging the currentNode e.g:
/// Rotates An Object On It's YAxis
///
/// - Parameter gesture: UIPanGestureRecognizer
@objc func moveNode(_ gesture: UIPanGestureRecognizer) {
if !isRotating{
//1. Get The Current Touch Point
let currentTouchPoint = gesture.location(in: self.augmentedRealityView)
//2. Get The Next Feature Point Etc
guard let hitTest = self.augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
currentNode.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
}
The second rotating it around it's YAxis:
/// Rotates An SCNNode Around It's YAxis
///
/// - Parameter gesture: UIRotationGestureRecognizer
@objc func rotateNode(_ gesture: UIRotationGestureRecognizer){
//1. Get The Current Rotation From The Gesture
let rotation = Float(gesture.rotation)
//2. If The Gesture State Has Changed Set The Nodes EulerAngles.y
if gesture.state == .changed{
isRotating = true
currentNode.eulerAngles.y = currentAngleY + rotation
}
//3. If The Gesture Has Ended Store The Last Angle Of The Cube
if(gesture.state == .ended) {
currentAngleY = currentNode.eulerAngles.y
isRotating = false
}
}
This is a very crude example and you would need to look at the different gestureStates
etc, but hopefully it should point you in the right direction...
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