I have a simple scene with a centered object and the camera positioned on a virtual sphere around the center (inspired from Rotate SCNCamera node looking at an object around an imaginary sphere).
Now I want to be able to move the object with a two finger pan gesture. My code works well as long as I don't rotate the camera first. If I first rotate the camera by 180° (so that the camera looks at the object from behind), then the movement is in the wrong direction (which makes sense to me). It gets worse with other camera positions. However, I cannot find how I must convert or project the x/y translations from the recognizer to the plane parallel to the camera. The object should move under the fingers..
This is the setup of my scene:
let scene = SCNScene()
//add camera
let camera = SCNCamera()
camera.usesOrthographicProjection = true
camera.orthographicScale = 30
camera.zNear = 1.0
camera.zFar = 1000
cameraNode = SCNNode()
cameraNode.camera = camera
cameraNode.position = SCNVector3(x: 0.0, y: 0.0, z: 50.0)
cameraOrbit = SCNNode()
cameraOrbit.addChildNode(cameraNode)
scene.rootNode.addChildNode(cameraOrbit)
boxNode.geometry = SCNBox(width: 10, height: 40, length: 10, chamferRadius: 0.2)
scene.rootNode.addChildNode(boxNode)
let panMoveGestureRecognizer = UIPanGestureRecognizer(target: self, action:#selector(panMoveGesture))
panMoveGestureRecognizer.minimumNumberOfTouches = 2
sceneView.addGestureRecognizer(panMoveGestureRecognizer)
And the gesture recognizers code:
func panMoveGesture(recognizer: UIPanGestureRecognizer) {
//move
let translation = recognizer.translation(in: self.view.superview)
var newXMovement = -Float(translation.x) * 0.1
var newYMovement = Float(translation.y) * 0.1
switch recognizer.state {
case .began:
currentXMovement = cameraOrbit.position.x
currentYMovement = cameraOrbit.position.y
case .changed:
newXMovement += currentXMovement
newYMovement += currentYMovement
cameraOrbit.position.x = newXMovement
cameraOrbit.position.y = newYMovement
case .ended:
currentXMovement = newXMovement
currentYMovement = newYMovement
default: break
}
}
Please help ;-)