You can do this using panGestureRecongniser... see basic swift Playground code for handling a SCNNode.
import UIKit
import ARKit
import SceneKit
import PlaygroundSupport
public var textNode : SCNNode?
// Main ARKIT ViewController
class ViewController : UIViewController, ARSCNViewDelegate, ARSessionDelegate {
var textNode: SCNNode!
var counter = 0
@IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
// set the views delegate
sceneView.delegate = self as! ARSCNViewDelegate
// show statistics such as fps and timing information
sceneView.showsStatistics = true
// Create a new scene
sceneView.scene.rootNode
// Add ligthing
sceneView.autoenablesDefaultLighting = true
let text = SCNText(string: "Drag Me with Pan Gesture!", extrusionDepth: 1)
// create material
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
text.materials = [material]
//Create Node object
textNode = SCNNode()
textNode.name = "textNode"
textNode.scale = SCNVector3(x:0.004,y:0.004,z:0.004)
textNode.geometry = text
textNode.position = SCNVector3(x: 0, y:0.02, z: -1)
// add new node to root node
self.sceneView.scene.rootNode.addChildNode(textNode)
// Add pan gesture for dragging the textNode about
sceneView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(panGesture(_:))))
}
override func loadView() {
sceneView = ARSCNView(frame:CGRect(x: 0.0, y: 0.0, width: 500.0, height: 600.0))
// Set the view's delegate
sceneView.delegate = self
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal
// Now we'll get messages when planes were detected...
sceneView.session.delegate = self
self.view = sceneView
sceneView.session.run(config)
}
@objc func panGesture(_ gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
textNode.position = position
}
}
PlaygroundPage.current.liveView = ViewController()
PlaygroundPage.current.needsIndefiniteExecution = true
EDIT:
The above drag function only worked if you had 1 object in the view, so it was not really necessary to hit the node to start dragging. It will just drag from where ever you tapped on the screen. If you have multiple objects in the view, and you want to drag nodes independently. You could change the panGesture function to the following, detect each node tapped first:
// drags nodes independently
@objc func panGesture(_ gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let hits = self.sceneView.hitTest(gesture.location(in: gesture.view), options: nil)
if let tappedNode = hits.first?.node {
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
tappedNode.position = position
}
}