Your idea is right. You need to multiply the conversion and direction. I can not find the documentation on simd_mul. But I suspect that you have at least one of the following problems:
simd_mul applies both rotation and translation translation- . node , .
SceneKit , :
extension SCNMatrix4 {
static public func *(left: SCNMatrix4, right: SCNVector4) -> SCNVector4 {
let x = left.m11*right.x + left.m21*right.y + left.m31*right.z + left.m41*right.w
let y = left.m12*right.x + left.m22*right.y + left.m32*right.z + left.m42*right.w
let z = left.m13*right.x + left.m23*right.y + left.m33*right.z + left.m43*right.w
let w = left.m14*right.x + left.m24*right.y + left.m43*right.z + left.m44*right.w
return SCNVector4(x: x, y: y, z: z, w: w)
}
}
extension SCNVector4 {
public func to3() -> SCNVector3 {
return SCNVector3(self.x , self.y, self.z)
}
}
:
let transform = SCNMatrix4FromMat4(currentFrame.camera.transform)
let localTransform = node.convertTransform(transform, from: nil)
let force = SCNVector4(0, 0, -5, 0)
let rotatedForce = (localTransform * force).to3()
node.physicsBody?.applyForce(rotatedForce, asImpulse: true)