I cant scale a Virtual Object in an other Class swift - swift

Im trying to figure out how to scale a Virtual object in an other class
I tried to make a function in the extension of the Virtual object that looks like this
public func setSize1(_ size: Float, node: SCNNode) -> VirtualObject? {
if let virtualObjectRoot = node as? VirtualObject {
return virtualObjectRoot
}
guard let parent = node.parent else { return nil }
node.scale = SCNVector3(x: size, y: size, z: size)
node.position.y = (0)
return VirtualObject.existingObjectContainingNode(parent)
}
And then i call it with
#IBAction func sliderValueChanged(_ sender: UISlider) {
let newValue = Float(sender.value)
VirtualObject().setSize1(newValue, node: SCNNode)
}
But every time i do this, i get an error like: "Cannot convert value of type 'SCNNode.Type' to expected argument type 'SCNNode'" What is the best way to edit a Node in a other class?

The problem is here:
VirtualObject().setSize1(newValue, node: SCNNode)
You're not passing an object, but a type (SCNNode is the name of a class). You have to pass the SCNNode instance instead.
Edit
To retrieve the node that you want to use:
guard let node = self.childNode(withName: myCachedNodeName, recursively: true) else { return }
VirtualObject().setSize1(newValue, node: node)
Edit 2
Given your needs, I suggest to scale the node using a pinch gesture recognizer. This is how to add it to your scene view controller:
let pinch = UIPinchGestureRecognizer(target: self, action: #selector(pinch(:)))
self.view.addGestureRecognizer(pinch)
Then you have to declare a method that will be executed whenever a pinch gesture is detected:
func pinch(gesture:UIPinchGestureRecognizer) {
let scale = gesture.scale
if gesture.state == .ended {
// Use the scale value to scale you SCNNode
// Alternatively, you could scale your node continuously and not
// only when the gesture is ended. But in this case, remember to
// reset the pinch gesture recognizer's scale value
}
}

Related

How to get current SCNnode position after apply force

I use the following method to apply a constant force to my SCNnode in the scene,
func applyForceToDrone(powerApply: Double, isHovering: Bool, gravity : SCNVector3) {
let nodo = arrayDrone[0] // load the first drone in the scene
guard let lhBlade = nodo.childNode(withName: "Rotor_L_2", recursively: true) else {fatalError()}
guard let rhBlade = nodo.childNode(withName: "Rotor_R_2", recursively: true) else {fatalError()}
if isHovering == true {
print("x gravity = \(gravity.x), \(gravity.y) \(gravity.z)")
let force = SCNVector3(gravity.x, abs(gravity.y), gravity.z)
nodo.physicsBody?.applyForce(force, asImpulse: false)
} else {
print("apply power \(powerApply)")
let positionBladeLH = lhBlade.position
let positionBladeRH = rhBlade.position
let force = SCNVector3(0, powerApply, 0)
nodo.physicsBody?.applyForce(force, at: positionBladeLH, asImpulse: false)
nodo.physicsBody?.applyForce(force, at: positionBladeRH, asImpulse: false)
let alt = nodo.position.y // position is wrong ... is always the starting position
print(alt)
}
}
I use than this func in the render method to fly my drone.
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {}
i want to read the current position of the node every time the force is applied.
How can I get the update position while the render is applying the force.
I tried with :
let alt = nodo.position.y
but it always gave me the starting position of the node and not the one after the force is applied.
Thanks
use the node's presentation object like so:
instead of
nodo.position.y
use
nodo.presentation.position.y // local space
or
nodo.presentation.worldPosition.y // world space

Detect touch on child node of object in SceneKit

Basically this question but for SceneKit.
I have a parent node with a few smaller nodes inside it, the parent node at a later point becomes transparent, (parent's diffuse material opacity is set to 0) after that i would like to get the node that was tapped inside the object, how should i go about doing that? The default hit testing returns the parent node, and since there are quiet a few smaller nodes inside the object, i need the precise one that was tapped.
To fix this issue I recommend to read next topic from Apple:
https://developer.apple.com/documentation/scenekit/scnhittestoption
General idea:
func registerGestureRecognizer() {
let tap = UITapGestureRecognizer(target: self, action: #selector(search))
self.sceneView.addGestureRecognizer(tap)
}
#objc func search(sender: UITapGestureRecognizer) {
let sceneView = sender.view as! ARSCNView
let location = sender.location(in: sceneView)
let results = sceneView.hitTest(location, options: [SCNHitTestOption.searchMode : 1])
guard sender.state == .ended else { return }
for result in results.filter( { $0.node.name == "Your node name" }) {
// do manipulations
}
}
Hope it helps!
Best regards.

remove nodes from scene after use ARSCNView

I am making an app using ARKit to measure between two points. The goal is to be able to measure length, store that value, then measure width and store.
The problem I am having is disposing of the nodes after I get the measurement.
Steps so far:
1) added a button with a restartFunction. this worked to reset the measurements but did not remove the spheres from scene, and also made getting the next measurement clunky.
2) set a limit on > 2 nodes. This functionaly works best. But again the spheres just stay floating in the scene.
Here is a screen shot of the best result I have had.
#objc func handleTap(sender: UITapGestureRecognizer) {
let tapLocation = sender.location(in: sceneView)
let hitTestResults = sceneView.hitTest(tapLocation, types: .featurePoint)
if let result = hitTestResults.first {
let position = SCNVector3.positionFrom(matrix: result.worldTransform)
let sphere = SphereNode(position: position)
sceneView.scene.rootNode.addChildNode(sphere)
let tail = nodes.last
nodes.append(sphere)
if tail != nil {
let distance = tail!.position.distance(to: sphere.position)
infoLabel.text = String(format: "Size: %.2f inches", distance)
if nodes.count > 2 {
nodes.removeAll()
}
} else {
nodes.append(sphere)
}
}
}
I am new to Swift (coding in general) and most of my code has come from piecing together tutorials.
I think the issue here is that your are not actually removing the SCNNodes you have added to hierarchy.
Although you are removing the nodes from what I assume is an array of SCNNodes by calling: nodes.removeAll(), you first need to actually remove them from the scene hierarchy.
So what you need to do is call the following function on any node you wish to remove:
removeFromParentNode()
Which simply:
Removes the node from its parent’s array of child nodes.
As such you would do something like this which first removes the nodes from the hierarchy, and then removes them from the array:
for nodeAdded in nodesArray{
nodeAdded.removeFromParentNode()
}
nodesArray.removeAll()
So based on the code provided you could do the following:
if nodes.count > 2 {
for nodeAdded in nodes{
nodeAdded.removeFromParentNode()
}
nodes.removeAll()
}
For future reference, if you want to remove all SCNNodes from you hierarchy you can also call:
self.augmentedRealityView.scene.rootNode.enumerateChildNodes { (existingNode, _) in
existingNode.removeFromParentNode()
}
Whereby self.augmentedRealityView refers to the variable:
var augmentedRealityView: ARSCNView!
Here is a very basic working example based on (and modified from) the code you have provided:
/// Places A Marker Node At The Desired Tap Point
///
/// - Parameter sender: UITapGestureRecognizer
#objc func handleTap(_ sender: UITapGestureRecognizer) {
//1. Get The Current Tap Location
let currentTapLocation = sender.location(in: sceneView)
//2. Check We Have Hit A Feature Point
guard let hitTestResult = self.augmentedRealityView.hitTest(currentTapLocation, types: .featurePoint).first else { return }
//3. Get The World Position From The HitTest Result
let worldPosition = positionFromMatrix(hitTestResult.worldTransform)
//4. Create A Marker Node
createSphereNodeAt(worldPosition)
//5. If We Have Two Nodes Then Measure The Distance
if let distance = distanceBetweenNodes(){
print("Distance == \(distance)")
}
}
/// Creates A Marker Node
///
/// - Parameter position: SCNVector3
func createSphereNodeAt(_ position: SCNVector3){
//1. If We Have More Than 2 Nodes Remove Them All From The Array & Hierachy
if nodes.count >= 2{
nodes.forEach { (nodeToRemove) in
nodeToRemove.removeFromParentNode()
}
nodes.removeAll()
}
//2. Create A Marker Node With An SCNSphereGeometry & Add It To The Scene
let markerNode = SCNNode()
let markerGeometry = SCNSphere(radius: 0.01)
markerGeometry.firstMaterial?.diffuse.contents = UIColor.cyan
markerNode.geometry = markerGeometry
markerNode.position = position
sceneView.scene.rootNode.addChildNode(markerNode)
//3. Add It To The Nodes Array
nodes.append(markerNode)
}
/// Converts A matrix_float4x4 To An SCNVector3
///
/// - Parameter matrix: matrix_float4x4
/// - Returns: SCNVector3
func positionFromMatrix(_ matrix: matrix_float4x4) -> SCNVector3{
return SCNVector3(matrix.columns.3.x, matrix.columns.3.y, matrix.columns.3.z)
}
/// Calculates The Distance Between 2 Nodes
///
/// - Returns: Float?
func distanceBetweenNodes() -> Float? {
guard let firstNode = nodes.first, let endNode = nodes.last else { return nil }
let startPoint = GLKVector3Make(firstNode.position.x, firstNode.position.y, firstNode.position.z)
let endPoint = GLKVector3Make(endNode.position.x, endNode.position.y, endNode.position.z)
let distance = GLKVector3Distance(startPoint, endPoint)
return distance
}
For an example of a measuringApp which might help your development you can look here: ARKit Measuring Example
Hope it helps...
This looks like a logic issue. You're assigning nodes.last to tail just before checking if tail is not nil. So it will never be != nil so you'll never execute the nodes.append(sphere) in the else.
I agree with #dfd. Set a breakpoint to make sure the code is being executed before continuing.

Unable to differentiate between plane detected by ARKit and a digital object to be placed using HitTest

I'm fairly new to iOS Swift programming. I'm using ARKit to build a very basic app to detect a horizontal plane and place,translate,rotate,modify or delete an object on it.
My main concern is to differential between the plane detected by ARKit and a digital object that I've placed. My thinking was to use hitTest(:options:) to select the object (if any) and hitTest(:types:) to select the plane through a tap gesture. I'm attaching the relevant code snippet below.
#objc func tapped(_ gesture: UITapGestureRecognizer){
let sceneView = gesture.view as! ARSCNView
let location = gesture.location(in: sceneView)
let hitTestOptions: [SCNHitTestOption: Any] = [.boundingBoxOnly: true]
let existingNodeHitTest = sceneView.hitTest(location, options: hitTestOptions)
if let existingNode = existingNodeHitTest.first?.node {
// Move, rotate, modify or delete the object
} else {
// Option to add other objects
let hitTest = sceneView.hitTest(location, types: .existingPlaneUsingExtent)
if !hitTest.isEmpty {
let node = findNode(at: location)
if node !== selectedNode {
self.addItems(hitTestResult: hitTest.first!)
}
}
}
}
func addItems(hitTestResult: ARHitTestResult) {
let scene = SCNScene(named: "BuildingModels.scnassets/model/model.scn")
let itemNode = (scene?.rootNode.childNode(withName: "SketchUp", recursively: false))!
let transform = hitTestResult.worldTransform
let position = SCNVector3(transform.columns.3.x,transform.columns.3.y,transform.columns.3.z)
itemNode.position = position
// self.sceneView.scene.lightingEnvironment.contents = scene.lightingEnvironment.contents
self.sceneView.scene.rootNode.addChildNode(itemNode)
selectedNode = itemNode
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else {return}
let gridNode = createGrid(planeAnchor: planeAnchor)
node.addChildNode(gridNode)
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else {return}
node.enumerateChildNodes { (childNode, _) in
childNode.removeFromParentNode()
}
let gridNode = createGrid(planeAnchor: planeAnchor)
node.addChildNode(gridNode)
}
When I run the code, the hitTest(_:options:) returns the plane detected. Are there any ways to select only the SCNNodes (objects) that I place and not the plane detected. Am I missing something? Any help is highly appreciated.
Thanks,
Sourabh.
Looking at your question you are already half way there.
The way to handle this in it's entirety, is to make use of the following HitTest functions within your UITapGestureRecognizer function:
(1) An ARSCNHitTest which:
Searches for real-world objects or AR anchors in the captured camera image corresponding to a point in the SceneKit view.
(2) AnSCNHitTest which:
Looks for SCNGeometry objects along the ray you specify. For each intersection between the ray and and a geometry, SceneKit creates a hit-test result to provide information about both the SCNNode object containing the geometry and the location of the intersection on the geometry’s surface.
Using your UITapGestureRecognizer as an example therefore, you can differentiate between an ARPlaneAnchor (detectedPlane) and any SCNNode within your scene like so:
#objc func handleTap(_ gesture: UITapGestureRecognizer){
//1. Get The Current Touch Location
let currentTouchLocation = gesture.location(in: self.augmentedRealityView)
//2. Perform An ARNSCNHitTest To See If We Have Hit An ARPlaneAnchor
if let planeHitTest = augmentedRealityView.hitTest(currentTouchLocation, types: .existingPlane).first,
let planeAnchor = planeHitTest.anchor as? ARPlaneAnchor{
print("User Has Tapped On An Existing Plane = \(planeAnchor.identifier)")
return
}
//3. Perform An SCNHitTest To See If We Have Hit An SCNNode
if let nodeHitTest = augmentedRealityView.hitTest(currentTouchLocation, options: nil).first {
let nodeTapped = nodeHitTest.node
print("An SCNNode Has Been Tapped = \(nodeTapped)")
return
}
}
If you make use of the name property for any of your SCNNode’s this will also help you further e.g:
if let name = nodeTapped.name{
print("An SCNNode Named \(name) Has Been Tapped")
}
Additionally, if you ONLY want to detect objects you have added e.g SCNNodes then you can simply remove part two of the getureRecognizer function.
Hope it helps...
To fix this issue, you should loop through your scene nodes, after that you can manipulate with your wanted node. Example:
for node in sceneView.scene.rootNode.childNodes {
if node.name == "yorNodeName" {
// do your manipulations
}
}
Don't forget to add name to your nodes. Example:
node.name = "yorNodeName"
I hope it helped!

Add SCNNode after rotating rootNode

I'm trying to add a node (a sphere) to a body model but it doesn't work properly after I rotate the model through a pan gesture.
Here's how I'm adding the node (using a long tap gesture):
func addSphere(sender: UILongPressGestureRecognizer) {
switch sender.state {
case .Began:
let location = sender.locationInView(bodyView)
let hitResults = bodyView.hitTest(location, options: nil)
if hitResults.count > 0 {
let result = hitResults.first!
let secondSphereGeometry = SCNSphere(radius: 0.015)
secondSphereGeometry.firstMaterial?.diffuse.contents = UIColor.redColor()
let secondSphereNode = SCNNode(geometry: secondSphereGeometry)
let vpWithZ = SCNVector3(x: Float(result.worldCoordinates.x), y: Float(result.worldCoordinates.y), z: Float( result.worldCoordinates.z))
secondSphereNode.position = vpWithZ
bodyView.scene!.rootNode.addChildNode(secondSphereNode)
}
break
default:
break
}
}
Here is how I rotate the view:
func rotateGesture(sender: UIPanGestureRecognizer) {
let translation = sender.translationInView(sender.view)
var newZAngle = (Float)(translation.x)*(Float)(M_PI)/180.0
newZAngle += currentZAngle
bodyView.scene!.rootNode.transform = SCNMatrix4MakeRotation(newZAngle, 0, 0, 1)
if sender.state == .Ended {
currentZAngle = newZAngle
}
}
And to load the 3D model I just do:
bodyView.scene = SCNScene(named: "male_body.dae") // bodyView is a SCNView in the storyboard
I found something related to the worldTransform property and also the function convertPosition:toNode: but couldn't find an example that works well.
The problem is that, if I rotate the model, the sphere are not positioned properly. They're always positioned as if the model was in its initial state.
If I turn the body and add long tap his arm (on the side), the sphere is added somewhere floating in front of the body, as you can see above.
I don't know how to fix this. Appreciate if someone can help me. Thanks!