The code below is intended to simulate the default camera controls in SceneKit, in particular, the zoom and rotate functions.
However, the code is not as smooth and versatile as the default controls.
For example, if you load these two models, the default scaling works sequentially for both models. However, the code below only works for model 1, but for model 2 it scales too much.
Any help would be appreciated.
Model 1: https://poly.google.com/view/6mRHqTCZHxw
Model 2: https://poly.google.com/view/cKryD9VnDEZ
// Create camera
let camera = SCNCamera()
camera.automaticallyAdjustsZRange = true
camera.xFov = 30
camera.yFov = 0
// Compute distance to place camera
let theta = GLKMathDegreesToRadians(Float(camera.xFov/2))
let adjacentLength = oppositeLength / Float(tan(theta))
// Add camera to <cameraNode>
cameraNode.camera = camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: adjacentLength)
// Add <cameraNode> to <orbitNode>
orbitNode.addChildNode(cameraNode)
// Add <orbitNode>
scene.rootNode.addChildNode(orbitNode)
// Handle pinches
let pinchRecognizer = UIPinchGestureRecognizer(target: self, action:
pinchRecognizer.delegate = self
sceneView.addGestureRecognizer(pinchRecognizer)
// Handle pans
let panRecognizer = UIPanGestureRecognizer(target: self, action:
panRecognizer.minimumNumberOfTouches = 1
panRecognizer.maximumNumberOfTouches = 1
panRecognizer.delegate = self
sceneView.addGestureRecognizer(panRecognizer)
func rotate(recognizer: UIPanGestureRecognizer) {
// Set throttle value to slow down rotation
let throttleFactor = Float(40)
// Compute rotation
let translation = recognizer.translation(in: recognizer.view!)
let xRadians = GLKMathDegreesToRadians(Float(translation.x)) / throttleFactor
let yRadians = GLKMathDegreesToRadians(Float(translation.y)) / throttleFactor
// Orbit camera via <orbitNode>
orbitNode.eulerAngles.x -= yRadians
orbitNode.eulerAngles.y -= xRadians
}
func zoom(recognizer: UIPinchGestureRecognizer) {
// Set zoom properties
let minVelocity = CGFloat(0.10)
let zoomDelta = 0.5
// Only zoom when gesture changing and when velocity exceeds <minVelocity>
if recognizer.state == .changed {
// Ignore gesture on tiny movements
if abs(recognizer.velocity) <= minVelocity {
return
}
// If here, zoom in or out based on velocity
let deltaFov = recognizer.velocity > 0 ? -zoomDelta : zoomDelta
var newFov = cameraNode.camera!.xFov + deltaFov
// Make sure FOV remains within min and max values
if newFov <= minXFov {
newFov = minXFov
} else if newFov >= maxXFov {
newFov = maxXFov
}
// Update FOV?
if cameraNode.camera?.xFov != newFov {
cameraNode.camera?.xFov = newFov
}
}
}
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