Ok, like everyone else I am having trouble dragging/translating an SCNNode in ARKit/world space. Ive looked at Dragging SCNNode in ARKit Using SceneKit and all the popular questions, as well as the code from Apple https://github.com/gao0122/ARKit-Example-by-Apple/blob/master/ARKitExample/VirtualObject.swift
Ive tried to simplify as much as possible and just did what I would in a normal scene kit game - http://dayoftheindie.com/tutorials/3d-games-graphics/t-scenekit-3d-picking-dragging/
I can get the tapped object and store the current finger pos no problem with:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = gameView.hitTest(touch.location(in: gameView), types: [ARHitTestResult.ResultType.featurePoint])
//TAP Test
let hits = gameView.hitTest(touch.location(in: gameView), options: nil)
currentTapPos = getARPos(hitFeature: hitFeature) //TAP POSITION
if let tappedNode = hits.first?.node {
My issue is, however, doing this in update - there is no animation. The object just appears wherever I tap, and overall not working -
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = gameView.hitTest(touch.location(in: gameView), types: [ARHitTestResult.ResultType.featurePoint])
guard let hitFeature = results.last else { return }
testNode.position = currentTapPos
I convert to SCNVector3 with this func:
func getARPos(hitFeature: ARHitTestResult)->SCNVector3
{
let hitTransform = SCNMatrix4.init(hitFeature.worldTransform)
let hitPosition = SCNVector3Make(hitTransform.m41,
hitTransform.m42,
hitTransform.m43)
return hitPosition
}
I have tried:
-translate by vector -pan gesture (this screwed up other functions) -SCNAction.moveTo
What can I do here? Whats wrong?