如何旋转 SCNBox [英] How to rotate an SCNBox
问题描述
我正在尝试旋转我使用 滑动手势
创建的 SCNBox
.例如,当我向右滑动时,框应该在 Y 轴
上旋转 90 度,当我向左滑动时,框应该旋转 -90 度.为了实现这一点,我一直在使用节点的 SCNAction.rotateByX
方法来执行旋转动画.现在我遇到的问题是在 Y 轴
旋转后沿 X 轴
或 Z 轴
旋转时反之则轴的位置发生变化.
I'm trying to rotate an SCNBox
I created using swipe gestures
. For example, when I swipe right the box should rotate 90degs in the Y-axis
and -90degs when I swipe left. To achieve this I have been using the node's SCNAction.rotateByX
method to perform the rotation animation. Now the problem I'm having is when rotating along either the X-axis
or Z-axis
after a rotation in the Y-axis
and vice-versa is that the positions of the axes change.
我注意到的是,在 X、Y、Z 轴上执行的任何旋转都会改变其他轴指向的方向.
What I have notice is that any rotation perform on either of the X,Y,Z axes changes the direction in which the other axes point.
示例:默认位置
然后在Z轴
旋转后:
当然这会带来一个问题,因为现在当我向左或向右滑动
时,我不再得到想要的效果,因为X轴
和Y轴
现在已经交换了位置.我想知道的是为什么会发生这种情况?无论如何,是否可以在不影响其他轴的情况下执行旋转动画?
Of course this pose a problem because now when I swipe left or right
I no longer get the desire effect because the X-axis
and Y-axis
have now swapped positions. What I would like to know is why does this happen? and is there anyway to perform the rotation animation without it affecting the other axes?
对于我对这个主题缺乏了解,我深表歉意,因为这是我第一次接触 3d 图形.
I apologize for my lack of understanding on this subject as this is my first go at 3d graphics.
解决方案:
func swipeRight(recognizer: UITapGestureRecognizer) {
// rotation animation
let action = SCNAction.rotateByX(0, y: CGFloat(GLKMathDegreesToRadians(90)), z: 0, duration: 0.5)
boxNode.runAction(action)
//repositoning of the x,y,z axes after the rotation has been applied
let currentPivot = boxNode.pivot
let changePivot = SCNMatrix4Invert(boxNode.transform)
boxNode.pivot = SCNMatrix4Mult(changePivot, currentPivot)
boxNode.transform = SCNMatrix4Identity
}
我还没有遇到任何问题,但使用完成处理程序来确保在重新定位之前完成对 X、Y、Z 轴的任何更改可能更安全.
I haven't ran into any problems yet but it may be safer to use a completion handler to ensure any changes to X,Y,Z axes are done before repositioning them.
推荐答案
我遇到了同样的问题,这是我用来提供所需行为的内容:
I had the same issue, here's what I use to give the desired behavior:
func panGesture(sender: UIPanGestureRecognizer) {
let translation = sender.translationInView(sender.view!)
let pan_x = Float(translation.x)
let pan_y = Float(-translation.y)
let anglePan = sqrt(pow(pan_x,2)+pow(pan_y,2))*(Float)(M_PI)/180.0
var rotVector = SCNVector4()
rotVector.x = -pan_y
rotVector.y = pan_x
rotVector.z = 0
rotVector.w = anglePan
// apply to your model container node
boxNode.rotation = rotVector
if(sender.state == UIGestureRecognizerState.Ended) {
let currentPivot = boxNode.pivot
let changePivot = SCNMatrix4Invert(boxNode.transform)
boxNode.pivot = SCNMatrix4Mult(changePivot, currentPivot)
boxNode.transform = SCNMatrix4Identity
}
}
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