simd_quatF to euler angle - swift

Im trying to convert my quats to euler, but out of x/y/z components, only my X has accurate value and y/z is incorrect :- ( can any1 have a look/help ?
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Double>{
var angles = SIMD3<Double>();
let qfloat = quat.vector
let q = SIMD4<Double>(Double(qfloat.x),Double(qfloat.y),Double(qfloat.z), Double(qfloat.w))
// roll (x-axis rotation)
let sinr_cosp : Double = 2.0 * (q.w * q.x + q.y * q.z);
let cosr_cosp : Double = 1.0 - 2.0 * (q.x * q.x + q.y * q.y);
angles.x = atan2(sinr_cosp, cosr_cosp);
// pitch (y-axis rotation)
let sinp : Double = 2 * (q.w * q.y - q.z * q.x);
if (abs(sinp) >= 1){
angles.y = copysign(Double.pi / 2, sinp); // use 90 degrees if out of range
}
else{
angles.y = asin(sinp);
}
// yaw (z-axis rotation)
let siny_cosp : Double = 2 * (q.w * q.z + q.x * q.y);
let cosy_cosp : Double = 1 - 2 * (q.y * q.y + q.z * q.z);
angles.z = atan2(siny_cosp, cosy_cosp);
return angles;
}
Wiki example converted to swifht.
TIA

My solution would be to let the (SceneKit) library do it:
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Float>{
let n = SCNNode()
n.simdOrientation = quat
return n.simdEulerAngles
}

I took a look at and converted it to Swift,
https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/
It works for me.
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Float>{
var angles = SIMD3<Float>();
let qfloat = quat.vector
// heading = x, attitude = y, bank = z
let test = qfloat.x*qfloat.y + qfloat.z*qfloat.w;
if (test > 0.499) { // singularity at north pole
angles.x = 2 * atan2(qfloat.x,qfloat.w)
angles.y = (.pi / 2)
angles.z = 0
return angles
}
if (test < -0.499) { // singularity at south pole
angles.x = -2 * atan2(qfloat.x,qfloat.w)
angles.y = -(.pi / 2)
angles.z = 0
return angles
}
let sqx = qfloat.x*qfloat.x;
let sqy = qfloat.y*qfloat.y;
let sqz = qfloat.z*qfloat.z;
angles.x = atan2(2*qfloat.y*qfloat.w-2*qfloat.x*qfloat.z , 1 - 2*sqy - 2*sqz)
angles.y = asin(2*test)
angles.z = atan2(2*qfloat.x*qfloat.w-2*qfloat.y*qfloat.z , 1 - 2*sqx - 2*sqz)
return angles
}

Related

Arranged lables for QML pie slices

When some values are small in QML pie chart, slice labels are messed up:
How can I arrange slice labels like this?
Note that this is available in telerik and /or dev components for c#.
I used of #luffy 's comment and with some modification, I reached to following code and result:
import QtQuick 2.4
Rectangle {
id: root
// public
property string fontFamily: "sans-serif"
property int fontPointSize: 9
property double donutHoleSize: 0.4 //0~1
property string title: 'title'
property variant points: []//[['Zero', 60, 'red'], ['One', 40, 'blue']] // y values don't need to add to 100
width: 500
height: 700
// private
onPointsChanged: myCanvas.requestPaint()
Canvas {
id: myCanvas
anchors.fill: parent
property double factor: Math.min(width, height)
Text { // title
text: title
anchors.horizontalCenter: parent.horizontalCenter
font.pixelSize: 0.03 * myCanvas.factor
}
onPaint: {
var context = getContext("2d")
var total = 0 // automatically calculated from points.y
var start = -Math.PI / 2 // Start from vertical. 0 is 3 o'clock and positive is clockwise
var radius = 0.25 * myCanvas.factor
var pixelSize = 0.03 * myCanvas.factor // text
context.font = root.fontPointSize + 'pt ' + root.fontFamily
var i = 0;
for(i = 0; i < points.length; i++) total += points[i][1] // total
context.clearRect(0, 0, width, height) // new points data
//--------------------------------------------------------
var end = 0;
var center = 0;
var angle = 0;
var midSlice = 0;
var point = 0;
var topRightCnt = 0
var bottomRightCnt = 0
var topLeftCnt = 0
var bottomLeftCnt = 0
var itemsPos = []
center = Qt.vector2d(width / 2, height / 2) // center
for(i = 0; i < points.length; i++) {
end = start + 2 * Math.PI * points[i][1] / total // radians
angle = (start + end) / 2 // of line
midSlice = Qt.vector2d(Math.cos((end + start) / 2), Math.sin((end + start) / 2)).times(radius) // point on edge/middle of slice
point = midSlice.times(1 + 1.4 * (1 - Math.abs(Math.cos(angle)))).plus(center) // elbow of line
if(point.x<center.x && point.y<=center.y) {
topLeftCnt++;
itemsPos[i] = "tl"
}
else if(point.x<center.x && point.y>center.y) {
bottomLeftCnt++;
itemsPos[i] = "bl"
}
else if(point.x>=center.x && point.y<=center.y) {
topRightCnt++;
itemsPos[i] = "tr"
}
else {
bottomRightCnt++;
itemsPos[i] = "br"
}
start = end // radians
}
//--------------------------------------------------------
end = 0;
angle = 0;
midSlice = 0;
point = 0;
var itemPosCounterTR = 0;
var itemPosCounterTL = 0;
var itemPosCounterBR = 0;
var itemPosCounterBL = 0;
for(i = 0; i < points.length; i++) {
end = start + 2 * Math.PI * points[i][1] / total // radians
// pie
context.fillStyle = points[i][2]
context.beginPath()
midSlice = Qt.vector2d(Math.cos((end + start) / 2), Math.sin((end + start) / 2)).times(radius) // point on edge/middle of slice
context.arc(center.x, center.y, radius, start, end) // x, y, radius, startingAngle (radians), endingAngle (radians)
context.lineTo(center.x, center.y) // center
context.fill()
// text
context.fillStyle = points[i][2]
angle = (start + end) / 2 // of line
point = midSlice.times(1 + 1.4 * (1 - Math.abs(Math.cos(angle)))).plus(center) // elbow of line
//---------------------------------------------
var textX = 0;
var textY = 0;
var dis = 0;
var percent = points[i][1] / total * 100
var text = points[i][0] + ': ' + (percent < 1? '< 1': Math.round(percent)) + '%' // display '< 1%' if < 1
var textWidth = context.measureText(text).width
var textHeight = 15
var diameter = radius * 2
var topCircle = center.y - radius
var leftCircle = center.x - radius
if(itemsPos[i] === "tr") {
textX = leftCircle + 1.15 * diameter
dis = Math.floor((1.15*radius) / topRightCnt) //Math.floor((height/2) / topRightCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle -(0.15*diameter) + (itemPosCounterTR*dis) + (textHeight/2)
itemPosCounterTR++
}
else if(itemsPos[i] === "br") {
textX = leftCircle + 1.15 * diameter
dis = Math.floor((1.15*radius) / bottomRightCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle+(1.15*diameter) - ((bottomRightCnt-itemPosCounterBR-1)*dis) - (textHeight/2)
itemPosCounterBR++
}
else if(itemsPos[i] === "tl") {
textX = leftCircle - (0.15 * diameter) - textWidth
dis = Math.floor((1.15*radius) / topLeftCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle-(0.15*diameter) + ((topLeftCnt-itemPosCounterTL-1)*dis) + (textHeight/2)
itemPosCounterTL++;
}
else {
textX = leftCircle - (0.15 * diameter) - textWidth //-0.2 * width - textWidth
dis = Math.floor((1.15*radius) / bottomLeftCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle+(1.15*diameter) - (itemPosCounterBL*dis) - (textHeight/2)
itemPosCounterBL++
}
//---------------------------------------------
context.fillText(text, textX, textY)
// line
context.lineWidth = 1
context.strokeStyle = points[i][2]
context.beginPath()
context.moveTo(center.x + midSlice.x, center.y + midSlice.y) // center
var endLineX = (point.x < center.x ? (textWidth + 0.5 * pixelSize) : (-0.5 * pixelSize)) + textX;
context.lineTo(endLineX, textY+3)
context.lineTo(endLineX + (point.x < center.x? -1: 1) * ((0.5 * pixelSize)+textWidth), textY+3) // horizontal
context.stroke()
start = end // radians
}
if(root.donutHoleSize > 0) {
root.donutHoleSize = Math.min(0.99, root.donutHoleSize);
var holeRadius = root.donutHoleSize * radius;
context.fillStyle = root.color
context.beginPath()
context.arc(center.x, center.y, holeRadius, 0, 2*Math.PI) // x, y, radius, startingAngle (radians), endingAngle (radians)
//context.lineTo(center.x, center.y) // center
context.fill()
}
}
}
}
And it's result:
Thanks #luffy.

when rotation shape changed in metal

I just created a rectangle using four vertices in metal. I just need to rotate it. So I use a model metrics.Here is my vertex shader.
vertex VertexOutTexture vertex_shader_texture(const VertexInTexture vertices [[stage_in]],
constant ModelConstant &modelConstants[[buffer(1)]],
VertexOutTexture v;
v.position = modelConstants.modelMatrix*float4(vertices.position,1);
v.color = vertices.color;
v.textureCoordinates = vertices.textureCoordinates;
return v;
}
it rotate. But shape is changed. So I used projection transformation which converts the node’s coordinates from camera coordinates to normalized coordinates.
I create projrction matrix:
var sceneConstants = ScenceConstants()
set its value:
sceneConstants.projectionMatrix = matrix_float4x4(prespectiveDegreesFov:45, aspectRatio:Float(1.0),nearZ:0.1,farZ:100)
where init mathod is in math.h
init(prespectiveDegreesFov degreesFov:Float, aspectRatio:Float,nearZ:Float,farZ:Float){
let fov = radians(fromDegrees: degreesFov)
let y = 1/tan(fov*0.5)
let x = y/aspectRatio
let z1 = farZ/(nearZ - farZ)
let w = (z1*nearZ)
columns = (
float4(x, 0, 0, 0),
float4(0, y, 0, 0),
float4(0, 0, z1,-1),
float4(0, 0, w, 0)
)
}
send commands to GPU:
commandEncoder.setVertexBytes(&sceneConstants, length: MemoryLayout<ScenceConstants>.stride, index: 2)
change my vertex shader:
v.position = sceneConstants.projectionMatrix* modelConstants.modelMatrix*float4(vertices.position ,1 );
But it did not work.
before rotation:
after rotation:
I have atached math functions I am using below.
func radians(fromDegrees degrees:Float) ->Float{
return (degrees/100)*Float(Double.pi)
}
extension matrix_float4x4 {
init(prespectiveDegreesFov degreesFov:Float, aspectRatio:Float,nearZ:Float,farZ:Float){
let fov = radians(fromDegrees: degreesFov)
let y = 1/tan(fov*0.5)
let x = y/aspectRatio
let z1 = farZ/(nearZ - farZ)
let w = (z1*nearZ)
columns = (
float4(x, 0, 0, 0),
float4(0, y, 0, 0),
float4(0, 0, z1,-1),
float4(0, 0, w, 0)
)
}
mutating func scale(axis: float3){
var result = matrix_identity_float4x4
let x :Float = axis.x
let y :Float = axis.y
let z :Float = axis.z
result.columns = (
float4(x,0,0,0),
float4(0,y,0,0),
float4(0,0,z,0),
float4(0,0,0,1)
)
print("self:\(self)")
self = matrix_multiply(self, result)
}
mutating func translate(direction: float3){
var result = matrix_identity_float4x4
let x :Float = direction.x
let y :Float = direction.y
let z :Float = direction.z
result.columns = (
float4(1,0,0,0),
float4(0,1,0,0),
float4(0,0,1,0),
float4(x,y,z,1)
)
print("self:\(self)")
self = matrix_multiply(self, result)
}
mutating func rotate(angle: Float ,axis: float3){
var result = matrix_identity_float4x4
let x :Float = axis.x
let y :Float = axis.y
let z :Float = axis.z
let c: Float = cos(angle)
let s:Float = sin(angle)
let mc :Float = (1 - c)
let r1c1: Float = x * x * mc + c
let r2c1: Float = x * y * mc + z * s
let r3c1: Float = x * z * mc - y * s
let r4c1: Float = 0.0
let r1c2: Float = y * x * mc - z * s
let r2c2: Float = y * y * mc + c
let r3c2: Float = y * z * mc + x * s
let r4c2: Float = 0.0
let r1c3: Float = z * x * mc + y * s
let r2c3: Float = z * y * mc - x * s
let r3c3: Float = z * z * mc + c
let r4c3: Float = 0.0
let r1c4: Float = 0.0
let r2c4: Float = 0.0
let r3c4: Float = 0.0
let r4c4: Float = 1.0
result.columns = (
float4(r1c1,r2c1,r3c1,r4c1),
float4(r1c2,r2c2,r3c2,r4c2),
float4(r1c3,r2c3,r3c3,r4c3),
float4(r1c4,r2c4,r3c4,r4c4)
)
print("Result:\(result)")
self = matrix_multiply(self, result)
}
}
How can I fix this issue?Any suggestions please?

Draw SceneKit object between two points

Having made some progress in the geometry side of things I'm moving on to putting together an entire scene. That scene has a couple dozen objects, each defined by a bounding cube whose corners are specified by two SCNVector3s (originally two sets of x,y,z).
Here's an example of what I have so far - it's an 11-element log-periodic antenna, like the old school TV antennas from the 70s. Each of the grey lines is an "element", typically made of aluminum rod. I used SCNCylinders from +ve to -ve Y and the entire thing is less than 100 lines (SK is pretty amazing).
The problem is what happens if the elements are not symmetrical across X and thus the SCNCylinder has to be rotated. I found this example, but I can't understand the specifics... it appears to take advantage of the fact that a sphere is symmetric so angles kind of "go away".
Does anyone have a general function that will take two 3D points and return the SCNVector3 suitable for setting the node's eulerAngle, or a similar solution?
Both solutions mentioned above work very well and I can contribute third solution to this question.
//extension code starts
func normalizeVector(_ iv: SCNVector3) -> SCNVector3 {
let length = sqrt(iv.x * iv.x + iv.y * iv.y + iv.z * iv.z)
if length == 0 {
return SCNVector3(0.0, 0.0, 0.0)
}
return SCNVector3( iv.x / length, iv.y / length, iv.z / length)
}
extension SCNNode {
func buildLineInTwoPointsWithRotation(from startPoint: SCNVector3,
to endPoint: SCNVector3,
radius: CGFloat,
color: UIColor) -> SCNNode {
let w = SCNVector3(x: endPoint.x-startPoint.x,
y: endPoint.y-startPoint.y,
z: endPoint.z-startPoint.z)
let l = CGFloat(sqrt(w.x * w.x + w.y * w.y + w.z * w.z))
if l == 0.0 {
// two points together.
let sphere = SCNSphere(radius: radius)
sphere.firstMaterial?.diffuse.contents = color
self.geometry = sphere
self.position = startPoint
return self
}
let cyl = SCNCylinder(radius: radius, height: l)
cyl.firstMaterial?.diffuse.contents = color
self.geometry = cyl
//original vector of cylinder above 0,0,0
let ov = SCNVector3(0, l/2.0,0)
//target vector, in new coordination
let nv = SCNVector3((endPoint.x - startPoint.x)/2.0, (endPoint.y - startPoint.y)/2.0,
(endPoint.z-startPoint.z)/2.0)
// axis between two vector
let av = SCNVector3( (ov.x + nv.x)/2.0, (ov.y+nv.y)/2.0, (ov.z+nv.z)/2.0)
//normalized axis vector
let av_normalized = normalizeVector(av)
let q0 = Float(0.0) //cos(angel/2), angle is always 180 or M_PI
let q1 = Float(av_normalized.x) // x' * sin(angle/2)
let q2 = Float(av_normalized.y) // y' * sin(angle/2)
let q3 = Float(av_normalized.z) // z' * sin(angle/2)
let r_m11 = q0 * q0 + q1 * q1 - q2 * q2 - q3 * q3
let r_m12 = 2 * q1 * q2 + 2 * q0 * q3
let r_m13 = 2 * q1 * q3 - 2 * q0 * q2
let r_m21 = 2 * q1 * q2 - 2 * q0 * q3
let r_m22 = q0 * q0 - q1 * q1 + q2 * q2 - q3 * q3
let r_m23 = 2 * q2 * q3 + 2 * q0 * q1
let r_m31 = 2 * q1 * q3 + 2 * q0 * q2
let r_m32 = 2 * q2 * q3 - 2 * q0 * q1
let r_m33 = q0 * q0 - q1 * q1 - q2 * q2 + q3 * q3
self.transform.m11 = r_m11
self.transform.m12 = r_m12
self.transform.m13 = r_m13
self.transform.m14 = 0.0
self.transform.m21 = r_m21
self.transform.m22 = r_m22
self.transform.m23 = r_m23
self.transform.m24 = 0.0
self.transform.m31 = r_m31
self.transform.m32 = r_m32
self.transform.m33 = r_m33
self.transform.m34 = 0.0
self.transform.m41 = (startPoint.x + endPoint.x) / 2.0
self.transform.m42 = (startPoint.y + endPoint.y) / 2.0
self.transform.m43 = (startPoint.z + endPoint.z) / 2.0
self.transform.m44 = 1.0
return self
}
}
//extension ended.
//in your code, you can like this.
let twoPointsNode1 = SCNNode()
scene.rootNode.addChildNode(twoPointsNode1.buildLineInTwoPointsWithRotation(
from: SCNVector3(1,-1,3), to: SCNVector3( 7,11,7), radius: 0.2, color: .cyan))
//end
you can reference http://danceswithcode.net/engineeringnotes/quaternions/quaternions.html
BTW, you will get same result when you use a cylinder to make a line between two points from above 3 methods. But indeed, they will have different normal lines. In another words, if you use box between two points, sides of box, except top and bottom, will face different direction from above 3 methods.
let me know pls if you need further explanation.
EDIT: For under or equal to IOS 11
I've good news for you ! You can link two points and put a SCNNode on this Vector !
Take this and enjoy drawing line between two point !
class CylinderLine: SCNNode
{
init( parent: SCNNode,//Needed to add destination point of your line
v1: SCNVector3,//source
v2: SCNVector3,//destination
radius: CGFloat,//somes option for the cylinder
radSegmentCount: Int, //other option
color: UIColor )// color of your node object
{
super.init()
//Calcul the height of our line
let height = v1.distance(v2)
//set position to v1 coordonate
position = v1
//Create the second node to draw direction vector
let nodeV2 = SCNNode()
//define his position
nodeV2.position = v2
//add it to parent
parent.addChildNode(nodeV2)
//Align Z axis
let zAlign = SCNNode()
zAlign.eulerAngles.x = Float(M_PI_2)
//create our cylinder
let cyl = SCNCylinder(radius: radius, height: CGFloat(height))
cyl.radialSegmentCount = radSegmentCount
cyl.firstMaterial?.diffuse.contents = color
//Create node with cylinder
let nodeCyl = SCNNode(geometry: cyl )
nodeCyl.position.y = -height/2
zAlign.addChildNode(nodeCyl)
//Add it to child
addChildNode(zAlign)
//set contrainte direction to our vector
constraints = [SCNLookAtConstraint(target: nodeV2)]
}
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
private extension SCNVector3{
func distance(receiver:SCNVector3) -> Float{
let xd = receiver.x - self.x
let yd = receiver.y - self.y
let zd = receiver.z - self.z
let distance = Float(sqrt(xd * xd + yd * yd + zd * zd))
if (distance < 0){
return (distance * -1)
} else {
return (distance)
}
}
}
#maury-markowitz's answer worked for me, here is the latest (Swift4) version of it.
To anyone working with SCNVector3 in Swift I can only recommend to add the +-*/ operator overloads somewhere in your code (e.g. from here).
extension SCNNode {
static func lineNode(from: SCNVector3, to: SCNVector3, radius: CGFloat = 0.25) -> SCNNode {
let vector = to - from
let height = vector.length()
let cylinder = SCNCylinder(radius: radius, height: CGFloat(height))
cylinder.radialSegmentCount = 4
let node = SCNNode(geometry: cylinder)
node.position = (to + from) / 2
node.eulerAngles = SCNVector3.lineEulerAngles(vector: vector)
return node
}
}
extension SCNVector3 {
static func lineEulerAngles(vector: SCNVector3) -> SCNVector3 {
let height = vector.length()
let lxz = sqrtf(vector.x * vector.x + vector.z * vector.z)
let pitchB = vector.y < 0 ? Float.pi - asinf(lxz/height) : asinf(lxz/height)
let pitch = vector.z == 0 ? pitchB : sign(vector.z) * pitchB
var yaw: Float = 0
if vector.x != 0 || vector.z != 0 {
let inner = vector.x / (height * sinf(pitch))
if inner > 1 || inner < -1 {
yaw = Float.pi / 2
} else {
yaw = asinf(inner)
}
}
return SCNVector3(CGFloat(pitch), CGFloat(yaw), 0)
}
}
For the sake of another method, I achieved this through trigonometry. This made the code very minimal. Here is the end result:
In my case the nodes are always placed on a fixed plane that slices the Y-Axis.
// Create Cylinder Geometry
let line = SCNCylinder(radius: 0.002, height: node1.distance(to: node2))
// Create Material
let material = SCNMaterial()
material.diffuse.contents = UIColor.red
material.lightingModel = .phong
line.materials = [material]
// Create Cylinder(line) Node
let newLine = SCNNode()
newLine.geometry = line
newLine.position = posBetween(first: node1, second: node2)
// This is the change in x,y and z between node1 and node2
let dirVector = SCNVector3Make(node2.x - node1.x, node2.y - node1.y, node2.z - node1.z)
// Get Y rotation in radians
let yAngle = atan(dirVector.x / dirVector.z)
// Rotate cylinder node about X axis so cylinder is laying down
currentLine.eulerAngles.x = .pi / 2
// Rotate cylinder node about Y axis so cylinder is pointing to each node
currentLine.eulerAngles.y = yAngle
This is the function to get the position between two nodes, place it within your class:
func posBetween(first: SCNVector3, second: SCNVector3) -> SCNVector3 {
return SCNVector3Make((first.x + second.x) / 2, (first.y + second.y) / 2, (first.z + second.z) / 2)
}
This is the extension to get the distance between nodes for the cylinder height, place it somewhere outside of your class:
extension SCNVector3 {
func distance(to destination: SCNVector3) -> CGFloat {
let dx = destination.x - x
let dy = destination.y - y
let dz = destination.z - z
return CGFloat(sqrt(dx*dx + dy*dy + dz*dz))
}
}
If you don't have one fixed axis like myself then you could do the extra trig to use this method.
Here's a solution using simd and quaternions for the rotation. I based the extension off of the answer by #Bersaelor.
I used this derivation (https://stackoverflow.com/a/1171995/6693924) to create the quaternion from two vectors. Hope this helps.
extension SCNNode {
static func lineNode(from: simd_float3, to: simd_float3, radius : CGFloat = 0.25) -> SCNNode
{
let vector = to - from
let height = simd_length(vector)
//cylinder
let cylinder = SCNCylinder(radius: radius, height: CGFloat(height))
cylinder.firstMaterial?.diffuse.contents = UIColor.white
//line node
let lineNode = SCNNode(geometry: cylinder)
//adjust line position
let line_axis = simd_float3(0, height/2, 0)
lineNode.simdPosition = from + line_axis
let vector_cross = simd_cross(line_axis, vector)
let qw = simd_length(line_axis) * simd_length(vector) + simd_dot(line_axis, vector)
let q = simd_quatf(ix: vector_cross.x, iy: vector_cross.y, iz: vector_cross.z, r: qw).normalized
lineNode.simdRotate(by: q, aroundTarget: from)
return lineNode
}
}
Sprout's (wow, the autocorrect will not allow me to actually type in his name!) post is indeed a solution, but I have implemented a very different solution in my code.
What I do is calculate the length of the line and the two endpoints, based on the X, Y and Z locations from the two ends:
let w = SCNVector3(x: CGFloat(x2m-x1m), y: CGFloat(y2m-y1m), z: CGFloat(z2m-z1m))
let l = w.length()
The length is simply pythag. Now I make an SCNNode that will hold the SCNCylinder, and position it in the middle of the line:
let node = SCNNode(geometry: cyl)
node.position = SCNVector3(x: CGFloat((x1m+x2m)/2.0), y: CGFloat((y1m+y2m)/2.0), z: CGFloat((z1m+z2m)/2.0))
And now the nasty part, where we calculate the Euler angles and rotate the node:
let lxz = (Double(w.x)**2 + Double(w.z)**2)**0.5
var pitch, pitchB: Double
if w.y < 0 {
pitchB = M_PI - asin(Double(lxz)/Double(l))
} else {
pitchB = asin(Double(lxz)/Double(l))
}
if w.z == 0 {
pitch = pitchB
} else {
pitch = sign(Double(w.z)) * pitchB
}
var yaw: Double
if w.x == 0 && w.z == 0 {
yaw = 0
} else {
let inner = Double(w.x) / (Double(l) * sin (pitch))
if inner > 1 {
yaw = M_PI_2
} else if inner < -1 {
yaw = M_PI_2
} else {
yaw = asin(inner)
}
}
node.eulerAngles = SCNVector3(CGFloat(pitch), CGFloat(yaw), 0)
I suspect there is a much simpler way to do this using one of the other rotation inputs, but this works and working is a feature!
Draw the line between two nodes:
func generateLine( startPoint: SCNVector3, endPoint: SCNVector3) -> SCNGeometry {
let vertices: [SCNVector3] = [startPoint, endPoint]
let data = NSData(bytes: vertices, length: MemoryLayout<SCNVector3>.size * vertices.count) as Data
let vertexSource = SCNGeometrySource(data: data,
semantic: .vertex,
vectorCount: vertices.count,
usesFloatComponents: true,
componentsPerVector: 3,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: 0,
dataStride: MemoryLayout<SCNVector3>.stride)
let indices: [Int32] = [ 0, 1]
let indexData = NSData(bytes: indices, length: MemoryLayout<Int32>.size * indices.count) as Data
let element = SCNGeometryElement(data: indexData,
primitiveType: .line,
primitiveCount: indices.count/2,
bytesPerIndex: MemoryLayout<Int32>.size)
return SCNGeometry(sources: [vertexSource], elements: [element])
}
How To Use
let line = generateLine(startPoint: SCNVector3Make(1, 1, 1), endPoint: SCNVector3Make(8, 8, 8))
let lineNode = SCNNode(geometry: line)
lineNode.position = SCNVector3Make(15, 15, 10)
scene.rootNode.addChildNode(lineNode)
The thickness of the line requires implementing the SCNSceneRendererDelegate, in particular:
func renderer(_ renderer: SCNSceneRenderer, willRenderScene scene: SCNScene, atTime time: TimeInterval){
glLineWidth(10)
}
Objective-C version of Winchill's answer:
-(void)lineNodeFrom:(SCNVector3)to to:(SCNVector3)from radius:(float)radius{
SCNVector3 w = SCNVector3Make(to.x - from.x, to.y - from.y, from.z - to.z);
float l = sqrtf(powf(w.x, 2) + powf(w.y, 2) + powf(w.z, 2.0f));
SCNCylinder * cylinder = [SCNCylinder cylinderWithRadius:radius height:l];
SCNMaterial * material = [SCNMaterial material];
material.diffuse.contents = [[UIColor darkGrayColor] colorWithAlphaComponent:0.75f];
cylinder.materials = #[material];
[self setGeometry:cylinder];
//original vector of cylinder above 0,0,0
SCNVector3 ov = SCNVector3Make(0, l/2.0,0);
//target vector, in new coordination
SCNVector3 nv = SCNVector3Make((from.x - to.x)/2.0, (from.y - to.y)/2.0, (from.z-to.z)/2.0);
// axis between two vector
SCNVector3 av = SCNVector3Make((ov.x + nv.x)/2.0, (ov.y+nv.y)/2.0, (ov.z+nv.z)/2.0);
//normalized axis vector
SCNVector3 av_normalized = [self normaliseVector:av];
float q0 = 0.0f; //cos(angel/2), angle is always 180 or M_PI
float q1 = av_normalized.x; // x' * sin(angle/2)
float q2 = av_normalized.y; // y' * sin(angle/2)
float q3 = av_normalized.z; // z' * sin(angle/2)
float r_m11 = q0 * q0 + q1 * q1 - q2 * q2 - q3 * q3;
float r_m12 = 2 * q1 * q2 + 2 * q0 * q3;
float r_m13 = 2 * q1 * q3 - 2 * q0 * q2;
float r_m21 = 2 * q1 * q2 - 2 * q0 * q3;
float r_m22 = q0 * q0 - q1 * q1 + q2 * q2 - q3 * q3;
float r_m23 = 2 * q2 * q3 + 2 * q0 * q1;
float r_m31 = 2 * q1 * q3 + 2 * q0 * q2;
float r_m32 = 2 * q2 * q3 - 2 * q0 * q1;
float r_m33 = q0 * q0 - q1 * q1 - q2 * q2 + q3 * q3;
SCNMatrix4 transform;
transform.m11 = r_m11;
transform.m12 = r_m12;
transform.m13 = r_m13;
transform.m14 = 0.0;
transform.m21 = r_m21;
transform.m22 = r_m22;
transform.m23 = r_m23;
transform.m24 = 0.0;
transform.m31 = r_m31;
transform.m32 = r_m32;
transform.m33 = r_m33;
transform.m34 = 0.0;
transform.m41 = (to.x + from.x) / 2.0;
transform.m42 = (to.y + from.y) / 2.0;
transform.m43 = (to.z + from.z) / 2.0;
transform.m44 = 1.0;
self.transform = transform;
}
-(SCNVector3)normaliseVector:(SCNVector3)iv{
float length = sqrt(iv.x * iv.x + iv.y * iv.y + iv.z * iv.z);
if (length == 0){
return SCNVector3Make(0.0, 0.0, 0.0);
}
return SCNVector3Make(iv.x / length, iv.y / length, iv.z / length);
}

Shortest distance from CGPoint to segment

I've been trying to implement Douglas-Peucker algorithm into my code and I'm able to translate pseudocode into Swift, except for the shortestDistanceToSegment function. Only Swift version I could find was answered here but I don't understand what that actually does.
I need a function that gets three points as arguments (point and both ends of line) and returns the shortest distance between a CGPoint and a line segment. Some explanation about what (and why) the code does would great but not necessary.
Answer from https://stackoverflow.com/a/27737081/535275 w/ variables renamed & some comments added:
/* Distance from a point (p1) to line l1 l2 */
func distanceFromPoint(p: CGPoint, toLineSegment v: CGPoint, and w: CGPoint) -> CGFloat {
let pv_dx = p.x - v.x
let pv_dy = p.y - v.y
let wv_dx = w.x - v.x
let wv_dy = w.y - v.y
let dot = pv_dx * wv_dx + pv_dy * wv_dy
let len_sq = wv_dx * wv_dx + wv_dy * wv_dy
let param = dot / len_sq
var int_x, int_y: CGFloat /* intersection of normal to vw that goes through p */
if param < 0 || (v.x == w.x && v.y == w.y) {
int_x = v.x
int_y = v.y
} else if param > 1 {
int_x = w.x
int_y = w.y
} else {
int_x = v.x + param * wv_dx
int_y = v.y + param * wv_dy
}
/* Components of normal */
let dx = p.x - int_x
let dy = p.y - int_y
return sqrt(dx * dx + dy * dy)
}

iOS OpenGL ES 2.0 Quaternion Rotation Slerp to XYZ Position

I am following the quaternion tutorial: http://www.raywenderlich.com/12667/how-to-rotate-a-3d-object-using-touches-with-opengl and am trying to rotate a globe to some XYZ location. I have an initial quaternion and generate a random XYZ location on the surface of the globe. I pass that XYZ location into the following function. The idea was to generate a lookAt vector with GLKMatrix4MakeLookAt and define the end Quaternion for the slerp step from the lookAt matrix.
- (void)rotateToLocationX:(float)x andY:(float)y andZ:(float)z {
// Turn on the interpolation for smooth rotation
_slerping = YES; // Begin auto rotating to this location
_slerpCur = 0;
_slerpMax = 1.0;
_slerpStart = _quat;
// The eye location is defined by the look at location multiplied by this modifier
float modifier = 1.0;
// Create a look at vector for which we will create a GLK4Matrix from
float xEye = x;
float yEye = y;
float zEye = z;
//NSLog(#"%f %f %f %f %f %f",xEye, yEye, zEye, x, y, z);
_currentSatelliteLocation = GLKMatrix4MakeLookAt(xEye, yEye, zEye, 0, 0, 0, 0, 1, 0);
_currentSatelliteLocation = GLKMatrix4Multiply(_currentSatelliteLocation,self.effect.transform.modelviewMatrix);
// Turn our 4x4 matrix into a quat and use it to mark the end point of our interpolation
//_currentSatelliteLocation = GLKMatrix4Translate(_currentSatelliteLocation, 0.0f, 0.0f, GLOBAL_EARTH_Z_LOCATION);
_slerpEnd = GLKQuaternionMakeWithMatrix4(_currentSatelliteLocation);
// Print info on the quat
GLKVector3 vec = GLKQuaternionAxis(_slerpEnd);
float angle = GLKQuaternionAngle(_slerpEnd);
//NSLog(#"%f %f %f %f",vec.x,vec.y,vec.z,angle);
NSLog(#"Quat end:");
[self printMatrix:_currentSatelliteLocation];
//[self printMatrix:self.effect.transform.modelviewMatrix];
}
The interpolation works, I get a smooth rotation, however the ending location is never the XYZ I input - I know this because my globe is a sphere and I am calculating XYZ from Lat Lon. I want to look directly down the 'lookAt' vector toward the center of the earth from that lat/lon location on the surface of the globe after the rotation. I think it may have something to do with the up vector but I've tried everything that made sense.
What am I doing wrong - How can I define a final quaternion that when I finish rotating, looks down a vector to the XYZ on the surface of the globe? Thanks!
Is the following your meaning:
Your globe center is (0, 0, 0), radius is R, the start position is (0, 0, R), your final position is (0, R, 0), so rotate the globe 90 degrees around X-asix?
If so, just set lookat function eye position to your final position, the look at parameters to the globe center.
m_target.x = 0.0f;
m_target.y = 0.0f;
m_target.z = 1.0f;
m_right.x = 1.0f;
m_right.y = 0.0f;
m_right.z = 0.0f;
m_up.x = 0.0f;
m_up.y = 1.0f;
m_up.z = 0.0f;
void CCamera::RotateX( float amount )
{
Point3D target = m_target;
Point3D up = m_up;
amount = amount / 180 * PI;
m_target.x = (cos(PI / 2 - amount) * up.x) + (cos(amount) * target.x);
m_target.y = (cos(PI / 2 - amount) * up.y) + (cos(amount) * target.y);
m_target.z = (cos(PI / 2 - amount) * up.z) + (cos(amount) * target.z);
m_up.x = (cos(amount) * up.x) + (cos(PI / 2 + amount) * target.x);
m_up.y = (cos(amount) * up.y) + (cos(PI / 2 + amount) * target.y);
m_up.z = (cos(amount) * up.z) + (cos(PI / 2 + amount) * target.z);
Normalize(m_target);
Normalize(m_up);
}
void CCamera::RotateY( float amount )
{
Point3D target = m_target;
Point3D right = m_right;
amount = amount / 180 * PI;
m_target.x = (cos(PI / 2 + amount) * right.x) + (cos(amount) * target.x);
m_target.y = (cos(PI / 2 + amount) * right.y) + (cos(amount) * target.y);
m_target.z = (cos(PI / 2 + amount) * right.z) + (cos(amount) * target.z);
m_right.x = (cos(amount) * right.x) + (cos(PI / 2 - amount) * target.x);
m_right.y = (cos(amount) * right.y) + (cos(PI / 2 - amount) * target.y);
m_right.z = (cos(amount) * right.z) + (cos(PI / 2 - amount) * target.z);
Normalize(m_target);
Normalize(m_right);
}
void CCamera::RotateZ( float amount )
{
Point3D right = m_right;
Point3D up = m_up;
amount = amount / 180 * PI;
m_up.x = (cos(amount) * up.x) + (cos(PI / 2 - amount) * right.x);
m_up.y = (cos(amount) * up.y) + (cos(PI / 2 - amount) * right.y);
m_up.z = (cos(amount) * up.z) + (cos(PI / 2 - amount) * right.z);
m_right.x = (cos(PI / 2 + amount) * up.x) + (cos(amount) * right.x);
m_right.y = (cos(PI / 2 + amount) * up.y) + (cos(amount) * right.y);
m_right.z = (cos(PI / 2 + amount) * up.z) + (cos(amount) * right.z);
Normalize(m_right);
Normalize(m_up);
}
void CCamera::Normalize( Point3D &p )
{
float length = sqrt(p.x * p.x + p.y * p.y + p.z * p.z);
if (1 == length || 0 == length)
{
return;
}
float scaleFactor = 1.0 / length;
p.x *= scaleFactor;
p.y *= scaleFactor;
p.z *= scaleFactor;
}
The answer to this question is a combination of the following rotateTo function and a change to the code from Ray's tutorial at ( http://www.raywenderlich.com/12667/how-to-rotate-a-3d-object-using-touches-with-opengl ). As one of the comments on that article says there is an arbitrary factor of 2.0 being multiplied in GLKQuaternion Q_rot = GLKQuaternionMakeWithAngleAndVector3Axis(angle * 2.0, axis);. Remove that "2" and use the following function to create the _slerpEnd - after that the globe will rotate smoothly to XYZ specified.
// Rotate the globe using Slerp interpolation to an XYZ coordinate
- (void)rotateToLocationX:(float)x andY:(float)y andZ:(float)z {
// Turn on the interpolation for smooth rotation
_slerping = YES; // Begin auto rotating to this location
_slerpCur = 0;
_slerpMax = 1.0;
_slerpStart = _quat;
// Create a look at vector for which we will create a GLK4Matrix from
float xEye = x;
float yEye = y;
float zEye = z;
_currentSatelliteLocation = GLKMatrix4MakeLookAt(xEye, yEye, zEye, 0, 0, 0, 0, 1, 0);
// Turn our 4x4 matrix into a quat and use it to mark the end point of our interpolation
_slerpEnd = GLKQuaternionMakeWithMatrix4(_currentSatelliteLocation);
}