I'm making an app that displays bus routes using the NextBus API and Google Maps. However, I'm having an issue with CPU usage that I think is being caused by the amount of GMSPolylines on the map. The route is displayed by an array of polylines made up of the points given by NextBus for a given route. When the polylines are added to the map and the GMSCamera is overviewing the entire route, the CPU on the simulator (iPhone X) maxes out at 100%. When zoomed in on a particular section of the route, however, the CPU usage goes down to ~2%.
Map Screenshot: https://i.imgur.com/jLmN26e.png
Performance: https://i.imgur.com/nUbIv5w.png
The NextBus API returns route information including the route of a specific bus path. Here's an small example of the data that I'm working with:
Route: {
"path": [Path]
}
Path: {
"points:" [Coordinate]
}
Coordinate: {
"lat": Float,
"lon": Float
}
And here's my method that creates the polylines from the data. All in all there are on average ~700 coordinates spread across ~28 polylines (each path object) for a route. Keep in mind I'm not displaying multiple routes on one page, I'm only displaying one at a time.
func buildRoute(routePath: [Path?]) -> [GMSPolyline] {
var polylines: [GMSPolyline] = []
for path in routePath {
let path = GMSMutablePath()
guard let coords = path?.points else {continue}
for coordinate in coords {
// Safely unwrap latitude strings and convert them to doubles.
guard let latStr = coordinate?.lat,
let lonStr = coordinate?.lon else {
continue
}
guard let latOne = Double(latStr),
let lonOne = Double(lonStr) else {
continue
}
// Create location coordinates.
let pointCoordinatie = CLLocationCoordinate2D(latitude: latOne, longitude: lonOne)
path.add(pointCoordinatie)
}
let line = GMSPolyline(path: path)
line.strokeWidth = 6
line.strokeColor = UIColor(red: 0/255, green: 104/255, blue: 139/255, alpha: 1.0)
polylines.append(line)
}
return polylines
}
Finally here is my method that adds the polylines to the map:
fileprivate func buildRoute(routeConfig: RouteConfig?) {
if let points = routeConfig?.route?.path {
let polylines = RouteBuiler.shared.buildRoute(routePath: points)
DispatchQueue.main.async {
// Remove polylines from map if there are any.
for line in self.currentRoute {
line.map = nil
}
// Set new current route and add it to the map.
self.currentRoute = polylines
for line in self.currentRoute {
line.map = self.mapView
}
}
}
}
Is there a problem with how I'm constructing the polylines? Or are there simply too many coordinates?
I ran into this exact problem. It is quite an odd bug -- when you go over a certain threshold of polylines, the CPU suddenly pegs to 100%.
I discovered that GMSPolygon does not have this problem. So I switched over all of GMSPolyline to GMSPolygon.
To get the correct stroke width, I am using the following code to create a polygon that traces the outline of a polyline at a given stroke width. My calculation requires the LASwift linear algebra library.
https://github.com/AlexanderTar/LASwift
import CoreLocation
import LASwift
import GoogleMaps
struct Segment {
let from: CLLocationCoordinate2D
let to: CLLocationCoordinate2D
}
enum RightLeft {
case right, left
}
// Offset the given path to the left or right by the given distance
func offsetPath(rightLeft: RightLeft, path: [CLLocationCoordinate2D], offset: Double) -> [CLLocationCoordinate2D] {
var offsetPoints = [CLLocationCoordinate2D]()
var prevSegment: Segment!
for i in 0..<path.count {
// Test if this is the last point
if i == path.count-1 {
if let to = prevSegment?.to {
offsetPoints.append(to)
}
continue
}
let from = path[i]
let to = path[i+1]
// Skip duplicate points
if from.latitude == to.latitude && from.longitude == to.longitude {
continue
}
// Calculate the miter corner for the offset point
let segmentAngle = -atan2(to.latitude - from.latitude, to.longitude - from.longitude)
let sinA = sin(segmentAngle)
let cosA = cos(segmentAngle)
let rotate =
Matrix([[cosA, -sinA, 0.0],
[sinA, cosA, 0.0],
[0.0, 0.0, 1.0]])
let translate =
Matrix([[1.0, 0.0, 0.0 ],
[0.0, 1.0, rightLeft == .left ? offset : -offset ],
[0.0, 0.0, 1.0]])
let mat = inv(rotate) * translate * rotate
let fromOff = mat * Matrix([[from.x], [from.y], [1.0]])
let toOff = mat * Matrix([[to.x], [to.y], [1.0]])
let offsetSegment = Segment(
from: CLLocationCoordinate2D(latitude: fromOff[1,0], longitude: fromOff[0,0]),
to: CLLocationCoordinate2D(latitude: toOff[1,0], longitude: toOff[0,0]))
if prevSegment == nil {
prevSegment = offsetSegment
offsetPoints.append(offsetSegment.from)
continue
}
// Calculate line intersection
guard let intersection = getLineIntersection(line0: prevSegment, line1: offsetSegment, segment: false) else {
prevSegment = offsetSegment
continue
}
prevSegment = offsetSegment
offsetPoints.append(intersection)
}
return offsetPoints
}
// Returns the intersection point if the line segments intersect, otherwise nil
func getLineIntersection(line0: Segment, line1: Segment, segment: Bool) -> CLLocationCoordinate2D? {
return getLineIntersection(p0: line0.from, p1: line0.to, p2: line1.from, p3: line1.to, segment: segment)
}
// https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
// Returns the intersection point if the line segments intersect, otherwise nil
func getLineIntersection(p0: CLLocationCoordinate2D, p1: CLLocationCoordinate2D, p2: CLLocationCoordinate2D, p3: CLLocationCoordinate2D, segment: Bool) -> CLLocationCoordinate2D? {
let s1x = p1.longitude - p0.longitude
let s1y = p1.latitude - p0.latitude
let s2x = p3.longitude - p2.longitude
let s2y = p3.latitude - p2.latitude
let numerator = (s2x * (p0.latitude - p2.latitude) - s2y * (p0.longitude - p2.longitude))
let denominator = (s1x * s2y - s2x * s1y)
if denominator == 0.0 {
return nil
}
let t = numerator / denominator
if segment {
let s = (s1y * (p0.longitude - p2.longitude) + s1x * (p0.latitude - p2.latitude)) / (s1x * s2y - s2x * s1y)
guard (s >= 0 && s <= 1 && t >= 0 && t <= 1) else {
return nil
}
}
return CLLocationCoordinate2D(latitude: p0.latitude + (t * s1y), longitude: p0.longitude + (t * s1x))
}
// The path from NextBus
let path: CLLocationCoordinate2D = pathFromNextBus()
// The desired width of the polyline
let strokeWidth: Double = desiredPolylineWidth()
let polygon: GMSPolygon
do {
let polygonPath = GMSMutablePath()
let w = strokeWidth / 2.0
for point in offsetPath(rightLeft: .left, path: route.offsetPath, offset: w) {
polygonPath.add(CLLocationCoordinate2D(latitude: point.latitude, longitude: point.longitude))
}
for point in offsetPath(rightLeft: .right, path: route.offsetPath, offset: w).reversed() {
polygonPath.add(CLLocationCoordinate2D(latitude: point.latitude, longitude: point.longitude))
}
polygon = GMSPolygon(path: polygonPath)
polygon.strokeWidth = 0.0
}
Related
I'm attempting to create a custom overlay for MKMapView which varies the colour of the polyline according to certain criteria. However, none of my drawing code works, & I can't for the life of me figure out why. I'm using CoreGPX for trackPoints, but I don't think that's relevant to the problem as the overlay's coordinates are set in the normal way.
The subclasses are -
class FlightOverlay: MKPolyline {
enum Route {
case coordinates([CLLocationCoordinate2D])
case gpx(GPXRoot)
}
var trackPoints: [GPXTrackPoint]?
convenience init?(route: Route) {
switch route {
case .coordinates(let coordinates):
self.init(coordinates: coordinates, count: coordinates.count)
case .gpx(let gpxRoot):
guard let track = gpxRoot.tracks.first, let segment = track.segments.first else {
return nil
}
var trackPoints: [GPXTrackPoint] = []
let coordinates: [CLLocationCoordinate2D] = segment.points.compactMap { (point) -> CLLocationCoordinate2D? in
guard let latitude = point.latitude, let longitude = point.longitude else {
return nil
}
trackPoints.append(point) // this ensures that our trackPoints array & the polyline points have the same number of elements
return CLLocationCoordinate2D(latitude: latitude, longitude: longitude)
}
self.init(coordinates: coordinates, count: coordinates.count)
self.trackPoints = trackPoints
}
}
}
class FlightOverlayRenderer: MKPolylineRenderer {
override func draw(_ mapRect: MKMapRect, zoomScale: MKZoomScale, in context: CGContext) {
guard let polyline = polyline as? FlightOverlay, let trackPoints = polyline.trackPoints, polyline.pointCount > 1 else {
super.draw(mapRect, zoomScale: zoomScale, in: context)
return
}
context.setLineWidth(lineWidth)
var previousPoint = point(for: polyline.points()[0])
for index in 1..<polyline.pointCount {
let trackPoint = trackPoints[index]
let acceleration: Double
if let accelerationValue = trackPoint.extensions?[.acceleration].text, let accel = Double(accelerationValue) {
acceleration = accel
} else {
acceleration = 0
}
let color = UIColor(red: acceleration * 10, green: 0.5, blue: 0.6, alpha: 1).cgColor
context.setStrokeColor(color)
context.beginPath()
context.move(to: previousPoint)
let point = point(for: polyline.points()[index])
context.addLine(to: point)
context.closePath()
context.drawPath(using: .stroke)
previousPoint = point
}
}
}
Even if I comment out all the stuff which attempts to set colours according to a GPXTrackPoint & just draw a start-to-finish line in bright red, nothing appears. When I directly call super, it works fine with the same coordinates.
Any help much appreciated!
Well, maybe it's a rookie error, but it never occurred to me that I'd need to control the lineWidth as well. Turns out it needs to be adjusted according to the zoomScale - I was drawing the line exactly where it needed to be but it was too thin to be seen. For my case, I do -
let lineWidth = self.lineWidth * 20 / pow(zoomScale, 0.6)
context.setLineWidth(lineWidth)
which gives me a visually pleasing line thickness for all zoom levels.
I would love to get rid of the foreach loop. Currently I am doing a foreach loop to populate a temp variable to separate my array to get the min/max for each Lat/Lon.
eg: slopeLatLonArray = [ [111,111],[111.1,111.2] ]
func drawFullRouteOverlay() {
/// Reset Array to Nil
vLocations = []
/// populate vLocations as a CLLocation2D
for index in slopeLatLonArray.indices {
vLocations.append(CLLocationCoordinate2D(latitude: Double(slopeLatLonArray[index][0]), longitude: Double(slopeLatLonArray[index][1])))
}
/// Draw the resulting polyline
let polyline = MKPolyline(coordinates: vLocations, count: vLocations.count)
vcTrainMapView.addOverlay(polyline)
/// Bunch of stuffs to do to get the Max/Min of Lat/Lon
var tempLat: [Double] = []
var tempLon: [Double] = []
slopeLatLonArray.forEach {
tempLat.append($0[0])
tempLon.append($0[1])
}
/// Zoom to the entire route polyline
let center = CLLocationCoordinate2D(latitude : (tempLat.min()! + tempLat.max()!) / 2,
longitude: (tempLon.min()! + tempLon.max()!) / 2)
let span = MKCoordinateSpan(latitudeDelta : (tempLat.max()! - tempLat.min()!) * 1.3,
longitudeDelta: (tempLon.max()! - tempLon.min()!) * 1.3)
let region = MKCoordinateRegion(center: center, span: span)
vcTrainMapView.setRegion(region, animated: true)
}
You are unnecessarily iterating all your locations multiple times. First when populating vLocations. Second when populating slopeLatLonArray. Third, fourth, fifth and sixth when getting tempLat and tempLon minimum and maximum values. And another 4 times when getting them again for the span (this might be optimized by the compiler but I am not sure).
What I suggest is to get all those values during the first iteration when populating vLocations. This way you will iterate all locations only once:
func drawFullRouteOverlay() {
guard let first = slopeLatLonArray.first, first.count == 2 else { return }
var minLatitude = first[0]
var maxLatitude = first[0]
var minLongitude = first[1]
var maxLongitude = first[1]
vLocations = slopeLatLonArray.map {
let latitude = $0[0]
let longitude = $0[1]
minLatitude = min(minLatitude, latitude)
maxLatitude = max(maxLatitude, latitude)
minLongitude = min(minLongitude, longitude)
maxLongitude = max(maxLongitude, longitude)
return .init(latitude: latitude, longitude: longitude)
}
/// Draw the resulting polyline
let polyline = MKPolyline(coordinates: vLocations, count: vLocations.count)
vcTrainMapView.addOverlay(polyline)
/// Zoom to the entire route polyline
let center = CLLocationCoordinate2D(latitude: (minLatitude + maxLatitude) / 2, longitude: (minLongitude + maxLongitude) / 2)
let span = MKCoordinateSpan(latitudeDelta: (maxLatitude - minLatitude) * 1.3, longitudeDelta: (maxLongitude - minLongitude) * 1.3)
let region = MKCoordinateRegion(center: center, span: span)
vcTrainMapView.setRegion(region, animated: true)
}
How about either .map...
var tempLat = slopeLatLonArray.map { $0[0] }
var tempLon = slopeLatLonArray.map { $0[1] }
// Could also zip to vLocations for a 1 liner
var vLocations = zip(tempLat, tempLon).map(CLLocationCoordinate2D.init)
or setting in the initial for loop...
var tempLat: [Double] = []
var tempLon: [Double] = []
for index in slopeLatLonArray.indices {
tempLat[index] = Double(slopeLatLonArray[index][0])
tempLon[index] = Double(slopeLatLonArray[index][1])
vLocations.append(CLLocationCoordinate2D(latitude: tempLat[index], longitude: tempLon[index]))
}
If I have two points in SceneKit (e.g. (1,2,3) and (-1,-1,-1)). How do I draw a line between the two?
I see that there is a SCNBox object I may be able to use, but that only allows me to specify the center (e.g. via simdPosition). The other ways to modify it are the transform (which I don't know how to use), or the Euler angles (which I'm not sure how to calculate which ones I need to use).
You can draw a line between two points using the following approach:
import SceneKit
extension SCNGeometry {
class func line(vector1: SCNVector3,
vector2: SCNVector3) -> SCNGeometry {
let sources = SCNGeometrySource(vertices: [vector1,
vector2])
let index: [Int32] = [0,1]
let elements = SCNGeometryElement(indices: index,
primitiveType: .line)
return SCNGeometry(sources: [sources],
elements: [elements])
}
}
...and then feed it to addLine function in ViewController:
class ViewController: UIViewController {
// Some code...
func addLine(start: SCNVector3, end: SCNVector3) {
let lineGeo = SCNGeometry.line(vector1: start,
vector2: end)
let lineNode = SCNNode(geometry: lineGeo)
sceneView.scene.rootNode.addChildNode(lineNode)
}
}
As we all know line's width can't be changed (cause there's no property to do it), so you can use cylinder primitive geometry instead of a line:
extension SCNGeometry {
class func cylinderLine(from: SCNVector3,
to: SCNVector3,
segments: Int) -> SCNNode {
let x1 = from.x
let x2 = to.x
let y1 = from.y
let y2 = to.y
let z1 = from.z
let z2 = to.z
let distance = sqrtf( (x2-x1) * (x2-x1) +
(y2-y1) * (y2-y1) +
(z2-z1) * (z2-z1) )
let cylinder = SCNCylinder(radius: 0.005,
height: CGFloat(distance))
cylinder.radialSegmentCount = segments
cylinder.firstMaterial?.diffuse.contents = UIColor.green
let lineNode = SCNNode(geometry: cylinder)
lineNode.position = SCNVector3(x: (from.x + to.x) / 2,
y: (from.y + to.y) / 2,
z: (from.z + to.z) / 2)
lineNode.eulerAngles = SCNVector3(Float.pi / 2,
acos((to.z-from.z)/distance),
atan2((to.y-from.y),(to.x-from.x)))
return lineNode
}
}
...then feed it the same way to ViewController:
class ViewController: UIViewController {
// Some code...
func addLine(start: SCNVector3, end: SCNVector3) {
let cylinderLineNode = SCNGeometry.cylinderLine(from: start,
to: end,
segments: 3)
sceneView.scene.rootNode.addChildNode(cylinderLineNode)
}
}
First you'll need to calculate the heading and pitch between the two points. Full post is here and this answer explains how to do it between any arbitrary two points.
Once you have your two angles, if you attempt to use the Euler angles on an SCNBox, you'll notice that when you only modify the pitch (eulerAngles.x), or only modify the heading (eulerAngles.y), everything works fine. However, the moment you try to modify both, you'll run into issues. One solution is to wrap one node inside another.
This seemed like such a useful suggestion, that I create a handy wrapper node that should handle rotations upon all 3 axes:
import Foundation
import SceneKit
struct HeadingPitchBank {
let heading: Float
let pitch: Float
let bank: Float
/// returns the heading and pitch (bank is 0) represented by the vector
static func from(vector: simd_float3) -> HeadingPitchBank {
let heading = atan2f(vector.x, vector.z)
let pitch = atan2f(sqrt(vector.x*vector.x + vector.z*vector.z), vector.y) - Float.pi / 2.0
return HeadingPitchBank(heading: heading, pitch: pitch, bank: 0)
}
}
class HeadingPitchBankWrapper: SCNNode {
init(wrappedNode: SCNNode) {
headingNode = SCNNode()
pitchNode = SCNNode()
bankNode = SCNNode()
_wrappedNode = wrappedNode
super.init()
addChildNode(headingNode)
headingNode.addChildNode(pitchNode)
pitchNode.addChildNode(bankNode)
bankNode.addChildNode(wrappedNode)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var heading: Float {
get {
return headingNode.eulerAngles.y
}
set {
headingNode.eulerAngles.y = newValue
}
}
var pitch: Float {
get {
return pitchNode.eulerAngles.x
}
set {
pitchNode.eulerAngles.x = newValue
}
}
var bank: Float {
get {
return bankNode.eulerAngles.z
}
set {
bankNode.eulerAngles.z = newValue
}
}
var headingPitchBank: HeadingPitchBank {
get {
return HeadingPitchBank(heading: heading, pitch: pitch, bank: bank)
}
set {
heading = newValue.heading
pitch = newValue.pitch
bank = newValue.bank
}
}
var wrappedNode: SCNNode {
return _wrappedNode
}
private var headingNode: SCNNode
private var pitchNode: SCNNode
private var bankNode: SCNNode
private var _wrappedNode: SCNNode
}
You could then use this to easily draw a line between two points:
func createLine(start: simd_float3 = simd_float3(), end: simd_float3, color: UIColor, opacity: CGFloat? = nil, radius: CGFloat = 0.005) -> SCNNode {
let length = CGFloat(simd_length(end-start))
let box = SCNNode(geometry: SCNBox(width: radius, height: radius, length: length, chamferRadius: 0))
box.geometry!.firstMaterial!.diffuse.contents = color
let wrapper = HeadingPitchBankWrapper(wrappedNode: box)
wrapper.headingPitchBank = HeadingPitchBank.from(vector: end - start)
wrapper.simdPosition = midpoint(start, end)
if let opacity = opacity {
wrapper.opacity = opacity
}
return wrapper
}
Just build a custom geometry using SCNGeometryPrimitiveType.line:
let vertices: [SCNVector3] = [
SCNVector3(1, 2, 3),
SCNVector3(-1, -1, -1)
]
let linesGeometry = SCNGeometry(
sources: [
SCNGeometrySource(vertices: vertices)
],
elements: [
SCNGeometryElement(
indices: [Int32]([0, 1]),
primitiveType: .line
)
]
)
let line = SCNNode(geometry: linesGeometry)
scene.rootNode.addChildNode(line)
I try make an AR app as a Measure default app in iPhone. ( I base on project TBXark/Ruler on github)
I draw startNode, endNode, cylinder line, and SCNText. But I can't manage the scale of size, it only readable in near, and so small when measure far plane detect.
I have 2 question:
How to keep size node, cylinder and text same when draw near or far as Measure App
How to draw scntext with background and align the same direction cylinder line as Measure App.
Here is my Line Node class:
class LineNode: NSObject {
let startNode: SCNNode
let endNode: SCNNode
var lineNode: SCNNode?
let textNode: SCNNode
let sceneView: ARSCNView?
// init func
init(startPos: SCNVector3,
sceneV: ARSCNView,
color: (start: UIColor, end: UIColor) = (UIColor(hexCss: 0xF1B426), UIColor(hexCss: 0xD43278)),
font: UIFont = UIFont.boldSystemFont(ofSize: 8) ) {
sceneView = sceneV
let scale = 1 / 400.0
let scaleVector = SCNVector3(scale, scale, scale)
func buildSCNSphere(color: UIColor) -> SCNSphere {
let dot = SCNSphere(radius: 1)
dot.firstMaterial?.diffuse.contents = color
dot.firstMaterial?.lightingModel = .constant
dot.firstMaterial?.isDoubleSided = true
return dot
}
// startNode
startNode = SCNNode(geometry: buildSCNSphere(color: color.start))
startNode.scale = scaleVector
startNode.position = startPos
sceneView?.scene.rootNode.addChildNode(startNode)
// endNode
endNode = SCNNode(geometry: buildSCNSphere(color: color.end))
endNode.scale = scaleVector
// line with start to end
lineNode = CylinderLine(parent: sceneView!.scene.rootNode,
v1: startNode.position,
v2: endNode.position,
radius: 0.001,
radSegmentCount: 16,
color: UIColor.white)
sceneView?.scene.rootNode.addChildNode(lineNode!)
// text show measure line length
let text = SCNText (string: "--", extrusionDepth: 0.1)
text.font = font
text.firstMaterial?.diffuse.contents = UIColor(hexCss: 0xffa800)
text.firstMaterial?.lightingModel = .constant
text.alignmentMode = CATextLayerAlignmentMode.center.rawValue
text.truncationMode = CATextLayerTruncationMode.middle.rawValue
text.firstMaterial?.isDoubleSided = true
textNode = SCNNode(geometry: text)
textNode.scale = SCNVector3(1 / 500.0, 1 / 500.0, 1 / 500.0)
super.init()
}
// update end node realtime
public func updatePosition(pos: SCNVector3, camera: ARCamera?, unit: MeasurementUnit.Unit = MeasurementUnit.Unit.centimeter) -> Float {
// update endNode
let posEnd = updateTransform(for: pos, camera: camera)
if endNode.parent == nil {
sceneView?.scene.rootNode.addChildNode(endNode)
}
endNode.position = posEnd
// caculate new mid
let posStart = startNode.position
let middle = SCNVector3((posStart.x + posEnd.x) / 2.0, (posStart.y + posEnd.y) / 2.0 + 0.002, (posStart.z + posEnd.z) / 2.0)
// update text measure
let text = textNode.geometry as! SCNText
let length = posEnd.distanceFromPos(pos: startNode.position)
text.string = MeasurementUnit(meterUnitValue: length).roundUpstring(type: unit)
text.materials.first?.diffuse.contents = UIColor.orange
textNode.setPivot()
textNode.position = middle
if textNode.parent == nil {
sceneView?.scene.rootNode.addChildNode(textNode)
}
lineNode?.removeFromParentNode()
lineNode = lineBetweenNodeA(nodeA: startNode, nodeB: endNode)
sceneView?.scene.rootNode.addChildNode(lineNode!)
return length
}
}
I use this to update scale if even if you stay far away it still readable
func updateScaleFromCameraForNodes(_ nodes: [SCNNode], fromPointOfView pointOfView: SCNNode , useScaling: Bool){
nodes.forEach { (node) in
//1. Get The Current Position Of The Node
let positionOfNode = SCNVector3ToGLKVector3(node.worldPosition)
//2. Get The Current Position Of The Camera
let positionOfCamera = SCNVector3ToGLKVector3(pointOfView.worldPosition)
//3. Calculate The Distance From The Node To The Camera
let distanceBetweenNodeAndCamera = GLKVector3Distance(positionOfNode, positionOfCamera)
let a = distanceBetweenNodeAndCamera*1.75
if(useScaling) {
node.simdScale = simd_float3(a,a,a)
}
}
SCNTransaction.flush()
}
then called it in the renderer updateAtTime
self.updateScaleFromCameraForNodes(self.nodesAdded, fromPointOfView:
self.cameraNode, useScaling: true)
How can i detect if an ARAnchor is currently visible in the camera, i need to test when the camera view changes.
I want to put arrows on the edge of the screen that point in the direction of the anchor when not on screen. I need to know if the node sits to the left or right of the frustum.
I am now doing this but it says pin is visible when it is not and the X values seem not right? Maybe the renderer frustum does not match the screen camera?
var deltaTime = TimeInterval()
public func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
deltaTime = time - lastUpdateTime
if deltaTime>1{
if let annotation = annotationsByNode.first {
let node = annotation.key.childNodes[0]
if !renderer.isNode(node, insideFrustumOf: renderer.pointOfView!)
{
print("Pin is not visible");
}else {
print("Pin is visible");
}
let pnt = renderer.projectPoint(node.position)
print("pos ", pnt.x, " ", renderer.pointOfView!.position)
}
lastUpdateTime = time
}
}
Update: The code works to show if node is visible or not, how can i tell which direction left or right a node is in relation to the camera frustum?
update2! as suggested answer from Bhanu Birani
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
let leftPoint = CGPoint(x: 0, y: screenHeight/2)
let rightPoint = CGPoint(x: screenWidth,y: screenHeight/2)
let leftWorldPos = renderer.unprojectPoint(SCNVector3(leftPoint.x,leftPoint.y,0))
let rightWorldPos = renderer.unprojectPoint(SCNVector3(rightPoint.x,rightPoint.y,0))
let distanceLeft = node.position - leftWorldPos
let distanceRight = node.position - rightWorldPos
let dir = (isVisible) ? "visible" : ( (distanceLeft.x<distanceRight.x) ? "left" : "right")
I got it working finally which uses the idea from Bhanu Birani of the left and right of the screen but i get the world position differently, unProjectPoint and also get a scalar value of distance which i compare to get the left/right direction. Maybe there is a better way of doing it but it worked for me
public func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
deltaTime = time - lastUpdateTime
if deltaTime>0.25{
if let annotation = annotationsByNode.first {
guard let pointOfView = renderer.pointOfView else {return}
let node = annotation.key.childNodes[0]
let isVisible = renderer.isNode(node, insideFrustumOf: pointOfView)
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
let leftPoint = CGPoint(x: 0, y: screenHeight/2)
let rightPoint = CGPoint(x: screenWidth,y: screenHeight/2)
let leftWorldPos = renderer.unprojectPoint(SCNVector3(leftPoint.x, leftPoint.y,0))
let rightWorldPos = renderer.unprojectPoint(SCNVector3(rightPoint.x, rightPoint.y,0))
let distanceLeft = node.worldPosition.distance(vector: leftWorldPos)
let distanceRight = node.worldPosition.distance(vector: rightWorldPos)
//let pnt = renderer.projectPoint(node.worldPosition)
//guard let pnt = renderer.pointOfView!.convertPosition(node.position, to: nil) else {return}
let dir = (isVisible) ? "visible" : ( (distanceLeft<distanceRight) ? "left" : "right")
print("dir" , dir, " ", leftWorldPos , " ", rightWorldPos)
lastDir=dir
delegate?.nodePosition?(node:node, pos: dir)
}else {
delegate?.nodePosition?(node:nil, pos: lastDir )
}
lastUpdateTime = time
}
extension SCNVector3
{
/**
* Returns the length (magnitude) of the vector described by the SCNVector3
*/
func length() -> Float {
return sqrtf(x*x + y*y + z*z)
}
/**
* Calculates the distance between two SCNVector3. Pythagoras!
*/
func distance(vector: SCNVector3) -> Float {
return (self - vector).length()
}
}
Project the ray from the from the following screen positions:
leftPoint = CGPoint(0, screenHeight/2) (centre left of the screen)
rightPoint = CGPoint(screenWidth, screenHeight/2) (centre right of the screen)
Convert CGPoint to world position:
leftWorldPos = convertCGPointToWorldPosition(leftPoint)
rightWorldPos = convertCGPointToWorldPosition(rightPoint)
Calculate the distance of node from both world position:
distanceLeft = node.position - leftWorldPos
distanceRight = node.position - rightWorldPos
Compare distance to find the shortest distance to the node. Use the shortest distance vector to position direction arrow for object.
Here is the code from tsukimi to check if the object is in right side of screen or on left side:
public func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
deltaTime = time - lastUpdateTime
if deltaTime>0.25{
if let annotation = annotationsByNode.first {
guard let pointOfView = renderer.pointOfView else {return}
let node = annotation.key.childNodes[0]
let isVisible = renderer.isNode(node, insideFrustumOf: pointOfView)
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
let leftPoint = CGPoint(x: 0, y: screenHeight/2)
let rightPoint = CGPoint(x: screenWidth,y: screenHeight/2)
let leftWorldPos = renderer.unprojectPoint(SCNVector3(leftPoint.x, leftPoint.y,0))
let rightWorldPos = renderer.unprojectPoint(SCNVector3(rightPoint.x, rightPoint.y,0))
let distanceLeft = node.worldPosition.distance(vector: leftWorldPos)
let distanceRight = node.worldPosition.distance(vector: rightWorldPos)
//let pnt = renderer.projectPoint(node.worldPosition)
//guard let pnt = renderer.pointOfView!.convertPosition(node.position, to: nil) else {return}
let dir = (isVisible) ? "visible" : ( (distanceLeft<distanceRight) ? "left" : "right")
print("dir" , dir, " ", leftWorldPos , " ", rightWorldPos)
lastDir=dir
delegate?.nodePosition?(node:node, pos: dir)
}else {
delegate?.nodePosition?(node:nil, pos: lastDir )
}
lastUpdateTime = time
}
Following is the class to help performing operations on vector
extension SCNVector3 {
init(_ vec: vector_float3) {
self.x = vec.x
self.y = vec.y
self.z = vec.z
}
func length() -> Float {
return sqrtf(x * x + y * y + z * z)
}
mutating func setLength(_ length: Float) {
self.normalize()
self *= length
}
mutating func setMaximumLength(_ maxLength: Float) {
if self.length() <= maxLength {
return
} else {
self.normalize()
self *= maxLength
}
}
mutating func normalize() {
self = self.normalized()
}
func normalized() -> SCNVector3 {
if self.length() == 0 {
return self
}
return self / self.length()
}
static func positionFromTransform(_ transform: matrix_float4x4) -> SCNVector3 {
return SCNVector3Make(transform.columns.3.x, transform.columns.3.y, transform.columns.3.z)
}
func friendlyString() -> String {
return "(\(String(format: "%.2f", x)), \(String(format: "%.2f", y)), \(String(format: "%.2f", z)))"
}
func dot(_ vec: SCNVector3) -> Float {
return (self.x * vec.x) + (self.y * vec.y) + (self.z * vec.z)
}
func cross(_ vec: SCNVector3) -> SCNVector3 {
return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
}
}
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)
}
}
}
Here is the code snippet to convert tap location or any CGPoint to world transform.
#objc func handleTap(_ sender: UITapGestureRecognizer) {
// Take the screen space tap coordinates and pass them to the hitTest method on the ARSCNView instance
let tapPoint = sender.location(in: sceneView)
let result = sceneView.hitTest(tapPoint, types: ARHitTestResult.ResultType.existingPlaneUsingExtent)
// If the intersection ray passes through any plane geometry they will be returned, with the planes
// ordered by distance from the camera
if (result.count > 0) {
// If there are multiple hits, just pick the closest plane
if let hitResult = result.first {
let finalPosition = SCNVector3Make(hitResult.worldTransform.columns.3.x + insertionXOffset,
hitResult.worldTransform.columns.3.y + insertionYOffset,
hitResult.worldTransform.columns.3.z + insertionZOffset
);
}
}
}
Following is the code to get hit test results when there's no plane found.
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result = hitResults[0]
}
This answer is a bit late but can be useful for someone needing to know where a node is in camera space relatively to the center (e.g. top left corner, centered ...).
You can get your node position in camera space using scene.rootNode.convertPosition(node.position, to: pointOfView).
In camera space,
(isVisible && (x=0, y=0)) means that your node is in front of the camera.
(isVisible && (x=0.1)) means that the node is a little bit on the right.
Some sample code :
public func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
deltaTime = time - lastUpdateTime
if deltaTime>0.25{
if let annotation = annotationsByNode.first {
guard let pointOfView = renderer.pointOfView else {return}
let node = annotation.key.childNodes[0]
let isVisible = renderer.isNode(node, insideFrustumOf: pointOfView)
// Translate node to camera space
let nodeInCameraSpace = scene.rootNode.convertPosition(node.position, to: pointOfView)
let isCentered = isVisible && (nodeInCameraSpace.x < 0.1) && (nodeInCameraSpace.y < 0.1)
let isOnTheRight = isVisible && (nodeInCameraSpace.x > 0.1)
// ...
delegate?.nodePosition?(node:node, pos: dir)
}else {
delegate?.nodePosition?(node:nil, pos: lastDir )
}
lastUpdateTime = time
}