I am developing an iPad spaceship (first person) game with 6 DOF (6 degrees of freedom) with SceneKit and the accelerometer. I have the accelerometer working, but how can I move the spaceship forward in the direction of the angle of the accelerometer (yaw, roll, pitch)? I use a button for the forward direction. I can't find it on google or something. I hope someone knows how to do this.
Here is the code, where cubeNode is a test (in the 3D game cubeNode is cameraNode).
func updateMotionControl() {
motion.getAccelerometerData(interval: 0.1) { (x,y,z) in
self.motionForce = SCNVector3(x: Float(x) * 0.05, y: Float(y) * 0.05,
z: Float(z) * 0.05)
}
let currentAttitude = motion.attitude
let roll = Float(currentAttitude.roll)
let pitch = Float(currentAttitude.pitch)
let yaw = Float(currentAttitude.yaw)
cubeNode.eulerAngles = SCNVector3(roll, yaw, pitch)
}
I have this code, but it still won't work, what is wrong?
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
cameraNode.eulerAngles = SCNVector3Make(Float(rot.roll + M_PI/2) * 2, -Float(rot.yaw) * 3, -Float(rot.pitch * 5))
let z = cos(rot.pitch)*sin(rot.yaw)
let y = sin(rot.pitch)
let x = cos(rot.pitch)*cos(rot.yaw)
let view = SCNVector3(x: Float(x), y : Float(y), z : Float(z))
cameraNode.position = cameraNode.position + (view * 0.1)
//cameraNode.physicsBody?.velocity = -view
}
Here are the prints for a few x, y en z:
X:
0.996798277375072,
0.996753286621399,
0.996748721234948,
0.996776960253164,
0.996809519516764,
0.996816599311414,
0.996818969166521,
0.996777228814986
Z:
0.0683379467811582,
0.0678748719764882,
0.0678313394347644,
0.0683611603110574,
0.0686781724979699,
0.0684588783890975,
0.0461781969805951,
0.0478922538280758,
0.0485691959442941,
0.0482168862439498,
0.0474367474311863
Y:
0.0437050318386564,
0.0434850468949368,
0.0432268234343706,
0.0431581009944219,
0.0433707104009568,
0.0436728563252332,
0.044357103165837,
0.0449712895273139,
0.0364369979497931,
0.0353335950917769
Related
I'm making a SpriteKit game. I have six cannons that I've made rotate back and fourth. I want to shoot cannonballs from each cannon that sync with the rotation of each cannon. I want a duration of one second between each cannonball.
So basically: A cannon that is in constant rotation is shooting cannonballs in the same direction as the rotation.
For the cannons i'm using an extension:
extension CGFloat {
func degreesToRadians() -> CGFloat {
return self * CGFloat.pi / 180
}
}
I'm gonna put the code for just one cannon, since I should be able to figure out how to adjust one of the cannonball movements to the others. Here is one:
func createCannons() {
let cannonLeftBottom = SKSpriteNode(imageNamed: "Cannon")
cannonLeftBottom.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cannonLeftBottom.position = CGPoint(x: -325, y: -420)
cannonLeftBottom.zPosition = 4
cannonLeftBottom.setScale(0.4)
cannonLeftBottom.zRotation = CGFloat(65).degreesToRadians()
let rotateLB = SKAction.rotate(byAngle:
CGFloat(-65).degreesToRadians(), duration: 2)
let rotateBackLB = SKAction.rotate(byAngle:
CGFloat(65).degreesToRadians(), duration: 2)
let repeatRotationLB =
SKAction.repeatForever(SKAction.sequence([rotateLB,rotateBackLB]))
cannonLeftBottom.run(repeatRotationLB)
self.addChild(cannonLeftBottom)
}
Here is my function for the cannonball:
func createBalls() {
let cannonBallLB = SKSpriteNode(imageNamed: "Ball")
cannonBallLB.name = "CannonBall"
cannonBallLB.position = CGPoint(x: -325, y: -420)
cannonBallLB.physicsBody = SKPhysicsBody(circleOfRadius:
cannonBallLB.size.height / 2)
cannonBallLB.physicsBody?.affectedByGravity = false
cannonBallLB.zPosition = 3
cannonBallLB.setScale(0.1)
self.addChild(cannonBallLB)
}
THX!
You need to convert from Polar Coordinates to Rectangular Coordinates.
You do this by using sin and cos
E.G.
let speed = 100 //This would mean move 100 points per second
let force = CGVector(dx:cos(cannon.zRotation) * speed,dy:sin(cannon.zRotation) * speed)
cannonBall.applyForce(force)
Note: Now unless they changed this, force used to be in units of points, if they fixed it to units of meters, then you need to divide your speed by 150, since 150 points = 1 meter in Spritekit
I try to build 2D - top down game, and I have player (SKSpriteNode) he can move and rotate, and I want to shoot two bullets from him.
I use this code to shoot:
func setBullet(player: Player, bullet: Int)
{
let weaponPosition = scene!.convertPoint(player.weapon.position, fromNode: player)
var xPos, yPos: CGFloat!
let sinus = sin(player.zRotation)
let cosinus = cos(player.zRotation)
if bullet == 1
{
xPos = converted.x - sinus * player.size.height / 2
yPos = converted.y + cosinus * player.size.height / 2
}
else if bullet == 2
{
xPos = weaponPosition.x - sinus * player.size.height / 2
yPos = weaponPosition.y + cosinus * player.size.height / 2
}
position = CGPoint(x: xPos, y: yPos)
physicsBody!.applyImpulse(CGVector(dx: -sinus * normalSpeed, dy: cosinus * normalSpeed))
}
But, i do not know how to correctly set the position...
I try to make something like this
(Green dots - this is a bullets). Can anyone help me please!
Shooting multiple bullets in the same direction is fairly straightforward. The key is to determine the bullets' initial positions and direction vectors when the character is rotated.
You can calculate a bullet's initial position within the scene by
let point = node.convertPoint(weapon.position, toNode: self)
where node is the character, weapon.position is non-rotated position of a gun, and self is the scene.
Typically, a bullet moves to the right, CGVector(dx:1, dy:0), or up, CGVector (dx:0, dy:1), when the character is not rotated. You can calculate the direction of the impulse to apply to the bullet's physics body by rotating the vector by the character's zRotation with
func rotate(vector:CGVector, angle:CGFloat) -> CGVector {
let rotatedX = vector.dx * cos(angle) - vector.dy * sin(angle)
let rotatedY = vector.dx * sin(angle) + vector.dy * cos(angle)
return CGVector(dx: rotatedX, dy: rotatedY)
}
Here's an example of how to shoot two bullets from a rotated character:
struct Weapon {
var position:CGPoint
}
class GameScene: SKScene {
let sprite = SKSpriteNode(imageNamed:"Spaceship")
let dualGuns = [Weapon(position: CGPoint(x: -15, y: 15)), Weapon(position: CGPoint(x: 15, y: 15))]
let singleGun = [Weapon(position: CGPoint(x: 0, y: 15))]
let numGuns = 1
// If your character faces up where zRotation == 0, offset by pi
let rotationOffset = CGFloat(M_PI_2)
override func didMoveToView(view: SKView) {
scaleMode = .ResizeFill
sprite.position = view.center
sprite.size = CGSizeMake(25, 25)
self.addChild(sprite)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let _ = touches.first {
let action = SKAction.rotateByAngle(CGFloat(M_PI_4/2), duration:1)
sprite.runAction(action) {
[weak self] in
if let scene = self {
switch (scene.numGuns) {
case 1:
for weapon in scene.singleGun {
scene.shoot(weapon: weapon, from: scene.sprite)
}
case 2:
for weapon in scene.dualGuns {
scene.shoot(weapon: weapon, from: scene.sprite)
}
default:
break
}
}
}
}
}
func shoot(weapon weapon:Weapon, from node:SKNode) {
// Convert the position from the character's coordinate system to scene coodinates
let converted = node.convertPoint(weapon.position, toNode: self)
// Determine the direction of the bullet based on the character's rotation
let vector = rotate(CGVector(dx: 0.25, dy: 0), angle:node.zRotation+rotationOffset)
// Create a bullet with a physics body
let bullet = SKSpriteNode(color: SKColor.blueColor(), size: CGSizeMake(4,4))
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 2)
bullet.physicsBody?.affectedByGravity = false
bullet.position = CGPointMake(converted.x, converted.y)
addChild(bullet)
bullet.physicsBody?.applyImpulse(vector)
}
// Rotates a point (or vector) about the z-axis
func rotate(vector:CGVector, angle:CGFloat) -> CGVector {
let rotatedX = vector.dx * cos(angle) - vector.dy * sin(angle)
let rotatedY = vector.dx * sin(angle) + vector.dy * cos(angle)
return CGVector(dx: rotatedX, dy: rotatedY)
}
}
Suppose your player is a circle maked with SKShapeNode or SKSpriteNode.
Both of them have the frame property:
let f = player.frame
So, the first bullet can be in this position:
let firstBullet.position = CGPointMake(player.position.x-(f.width/2),player.position.y)
let secondBullet.position = CGPointMake(player.position.x+(f.width/2),player.position.y)
To know it during rotation do:
let firstBulletXPos = firstBullet.position.x - sinus * bullet.size.height / 2
let firstBulletYPos = firstBullet.position.y + cosinus * bullet.size.height / 2
let secondBulletXPos = secondBullet.position.x - sinus * bullet.size.height / 2
let secondBulletYPos = secondBullet.position.y + cosinus * bullet.size.height / 2
I have the following code:
func createScene(){
count += 1
let sphereGeom = SCNSphere(radius: 1.5)
sphereGeom.firstMaterial?.diffuse.contents = UIColor.redColor()
let path = UIBezierPath()
path.moveToPoint(CGPoint(x: 0, y: 0))
let radius = 3.0
var radians = Double(0)
var yPosition = Float(5.4)
while count <= 20 {
if radians >= 2{
radians -= 2
}
let sphereNode = SCNNode(geometry: sphereGeom)
let angle = Double(radians * M_PI)
let xPosition = Float(radius * cos(angle))
let zPosition = Float(radius * sin(angle))
sphereNode.position = SCNVector3(xPosition, yPosition, zPosition)
let cgX = CGFloat(xPosition)
let cgY = CGFloat(yPosition)
path.addQuadCurveToPoint(CGPoint(x: cgX, y: cgY), controlPoint: CGPoint(x: (cgX / 2), y: (cgY / 2)))
path.addLineToPoint(CGPoint(x: (cgX - (cgX * 0.01)), y: cgY))
path.addQuadCurveToPoint(CGPoint(x: 1, y: 0), controlPoint: CGPoint(x: (cgX / 2), y: ((cgY / 2) - (cgY * 0.01))))
let shape = SCNShape(path: path, extrusionDepth: 3.0)
shape.firstMaterial?.diffuse.contents = UIColor.blueColor()
let shapeNode = SCNNode(geometry: shape)
shapeNode.eulerAngles.y = Float(-M_PI_4)
self.rootNode.addChildNode(shapeNode)
count += 1
radians += 0.5556
yPosition -= 1.35
self.rootNode.addChildNode(sphereNode)
}
I want to add a Bezier path connecting each sphere to the next one, creating a spiral going down the helix. For some reason, when I add this code, the shape doesn't even appear. But when I use larger x and y values, I see the path fine, but it is no way oriented to the size of the spheres. I don't understand why it disappears when I try to make it smaller.
Your SCNShape doesn't ever get extruded. Per Apple doc,
An extrusion depth of zero creates a flat, one-sided shape.
With larger X/Y values your flat shape happens to become visible. You can't build a 3D helix with SCNShape, though: the start and end planes of the extrusion are parallel.
You'll have to use custom geometry, or approximate your helix with a series of elongated SCNBox nodes. And I bet someone out there knows how to do this with a shader.
Details of program: by looking at this picture(http://i.stack.imgur.com/QOZ53.png), what I'm trying to do is have the spaceship circle the planet. I achieved this by making a line node and changes its anchor point to the top and then position it to the centre of the planet which then upon impact of the spaceship and planet, the line is angled towards the ship in which then the ship is removed from the view and added to the line node as a child and together they rotate around the planet, as the ship rotates around the the planet, the ship it self also rotates on the spot (hopefully that makes sense)
Problem: the problem is im not getting the correct zRotation value of the ship. Right now I got the code to draw another ship at the location where it was tapped and set the zRotation of that image to the zRotation of the ship but i keep getting different angles. (refer to picture). Is this because I have ship added to line node as a child? Im running a rotating animation on both the line and the ship. In the picture, the line is rotating around the planet counter clockwise dragging the ship along with it and the ship itself is also rotating counter clockwise on the spot. In the picture the left ship; the one that's touching the line is the one thats rotating, the ship on the right is just drawn to angle of the rotating ship but by looking at the picture you can see the angle of the ship is pretty opposite of the one on the left. Why is this so? what I noticed is that when the ship is at the bottom half of the planet, the angles are fine but when it comes to the top half, the angles are kinda opposite(refer to picture)
Picture
Console Log:
I'm Touched -
ship angle in degrees: 83.6418545381942
PLAYER POSITION X: 100.0 Y: 100.0
PLAYER ZROTATION: 1.45982575416565
WE'RE TOUCHING -
PLANET POSITION X*: 120.0 Y: 230.000015258789
PLAYER-SHIP POSITION X: 107.998710632324 Y: 171.783294677734
ANGLE OF LINE RADIANS*: -1.77409685090117 DEGRESS: -101.648262004087
PLAYER-SHIP ROTATION: 1.57079637050629
I'm Touched -
ship angle in degrees: 314.660859137531
TEMP POS X: 136.535125732422 Y: 287.094879150391
TEMP ZROTATION: 5.491868019104
PLAYER POSITION X: 136.535125732422 Y: 287.094879150391
PLAYER ZROTATION: 5.491868019104
Collision Code:
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == planetGroup || contact.bodyB.categoryBitMask == planetGroup {
print(" WE'RE TOUCHING ")
moving = true
touching = true
let degrees = 45.0
let radians = degrees * M_PI / 180.0
//rotate Line
var rotateLine = SKAction.rotateByAngle(CGFloat(radians), duration: 0.5)
var repeatLine = SKAction.repeatActionForever(rotateLine)
//rotates Ship
var rotateShip = SKAction.rotateByAngle(CGFloat(radians), duration: 0.4)
var repeatShip = SKAction.repeatActionForever(rotateShip)
playerShip.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
planetNode = contact.bodyA.node as! SKSpriteNode
planetX = planetNode.position.x
planetY = planetNode.position.y
playerX = playerShip.position.x
playerY = playerShip.position.y
var angleOfAnchor = AngleBetweenPoints(planetNode.position, endPoint: playerShip.position)
var three60 = 360 * CGFloat(M_PI) / 180.0
var nintey = 90 * CGFloat(M_PI) / 180.0
var inDegree = angleOfAnchor * 180.0 / CGFloat(M_PI)
var shipPlanetDistance = SDistanceBetweenPoints(planetNode.position, p2: playerShip.position)
line = SKSpriteNode(color: UIColor.blackColor(), size: CGSize(width: 2, height: planetNode.size.height))
line.anchorPoint = CGPoint(x: 0.5, y: 1)
line.position = CGPoint(x: planetX, y: planetY)
line.zRotation = -(three60 - nintey - angleOfAnchor)
self.addChild(line)
tempShip = playerShip
playerShip.removeFromParent()
line.runAction(repeatLine, withKey: "rotateLine")
//playerShip.position = CGPoint(x: playerX, y: playerY)
line.addChild(playerShip)
playerShip.zRotation = (90 * CGFloat(M_PI) / 180.0)
playerShip.runAction(repeatShip, withKey: "rotateShip")
print("*PLANET POSITION* X: \(planetX) Y: \(planetY) \r *PLAYER-SHIP POSITION* X: \(playerX) Y: \(playerY) \r *ANGLE OF LINE* RADIANS: \(angleOfAnchor) DEGRESS: \(inDegree) *PLAYER-SHIP ROTATION: \(playerShip.zRotation)")
}
}
Screen Touch Code:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
print(" I'm Touched ")
var radians:CGFloat = playerShip.zRotation
var degrees = radians * 180.0 / CGFloat(M_PI)
var dx = cos(radians)
var dy = sin(radians)
print(" ship angle in degrees: \(degrees) ")
var tempAngle = playerShip.zRotation
var shipPosition = convertPoint(playerShip.position, fromNode: line)
playerX = shipPosition.x
playerY = shipPosition.y
if startMove == true {
playerShip.removeActionForKey("rotateShip")
playerShip.physicsBody?.velocity = CGVector(dx: 100*dx, dy: 100*dy)// speed of direction
startMove = false
}
if moving == true{
//playerShip.removeActionForKey("rotateShip")
//playerShip.removeFromParent()
//self.addChild(playerShip)
var radians:CGFloat = playerShip.zRotation
var degrees = radians * 180.0 / CGFloat(M_PI)
var dx = cos(radians)
var dy = sin(radians)
print(" ship angle in degrees: \(degrees) ")
//playerShip.zRotation = tempShip.zRotation
//playerShip.position = CGPoint(x: playerX, y: playerY)
//playerShip.physicsBody?.velocity = CGVector(dx: 100*dx, dy: 100*dy)// speed of direction
// this is the ship that gets drawn
var temp = SKSpriteNode(imageNamed: "img/ship/2.png")
temp.position = CGPoint(x: playerX, y: playerY)
temp.zRotation = playerShip.zRotation
self.addChild(temp)
//moving = false
print("*TEMP POS* X: \(temp.position.x) Y: \(temp.position.y) *TEMP ZROTATION*: \(temp.zRotation)")
}
print("*PLAYER POSITION* X: \(playerX) Y: \(playerY) *PLAYER ZROTATION: \(playerShip.zRotation)")
}
I managed to solve this problem, I added the line.zrotation with the playerShip.zrotation and it ended up working perfectly
I am using scene kit to make a fps controller and I found this sample code online. I understand everything but the second assignment of the impulse vector. Could someone go over what is going on in the line
impulse = SCNVector3(
x: impulse.x * cos(angle) - impulse.z * sin(angle),
y: 0,
z: impulse.x * -sin(angle) - impulse.z * cos(angle)
)
Thanks
func renderer(aRenderer: SCNSceneRenderer, updateAtTime time: NSTimeInterval) {
//get walk gesture translation
var translation = walkGesture.translationInView(self.view)
//create impulse vector for hero
let angle = heroNode.presentationNode().rotation.w * heroNode.presentationNode().rotation.y
var impulse = SCNVector3(x: max(-1, min(1, Float(translation.x) / 50)), y: 0, z: max(-1, min(1, Float(-translation.y) / 50)))
impulse = SCNVector3(
x: impulse.x * cos(angle) - impulse.z * sin(angle),
y: 0,
z: impulse.x * -sin(angle) - impulse.z * cos(angle)
)
heroNode.physicsBody?.applyForce(impulse, impulse: true)
}