Smoothing SKCameraNode motion using constraints - swift

Question Is there a way to use constraints to smooth the motion of the camera?
Detail I recently read a post about smoothing camera motion using linear interpolation (lerp) and it made me wonder if I could achieve a similar effect using constraints.
One promising option I saw in the documentation was distance(_: SKRange, toNode: SKNode) but after some experimentation, the results aren't at all what I was hoping for. I've tried using a constant value and the upper limit/lower limit range without success.
Here is the code that keeps the camera centered on a sprite:
let cameraRange = SKRange(constantValue: 0.0)
let heroLocationConstraint = SKConstraint.distance(cameraRange, toNode: hero)
I can imagine a set of constraints that would have to be enabled/disabled based on the player's y position, but that hardly seems like the best way to go. What would be really great is a node tracking variable that implements lerp automatically!

Related

Unity: Create AnimationClip With World Scale AnimationCurves

I've been looking for a solution to this for quite a while now (meaning several days) and I haven't found anything yet. Maybe I'm thinking about it wrong and there isn't a way, but let's try!
I'm recording hand-data on a Hololens (the Unity Hololens Input Simulation for now). This essentially gives me one float AnimationCurve for each hand joint for each transform.position.x to z and rotation.x to w. Now my goal is to put these curves into an AnimationClip and add it to an AnimatorController (via an AnimatorOverrideController) that animates a hand rig and replay the recordings. Everything so far works!
However, the recorded hand-data from the Hololens is in world scale, not in local scale. (which makes sense, since you usually want absolute coordinates when you want to know where the hand is.) But to animate the hand, it seems I'm only able to set local coordinates, which I don't have.
Example:
clip.SetCurve("", typeof(Transform), "localPosition.x", curve.PositionX);
Here, the clip takes the the x-coordinates from some hand joint and puts it to the localPosition.x of the corresponding hand rig joint. The problem: curve.PositionX is world-scale (absolute coordinates), but localPosition.x takes local-scale (coordinates relative to its parent).
I can't simply change "localPosition.x" to "position.x", like so:
clip.SetCurve("", typeof(Transform), "position.x", curve.PositionX);
even though the Transform class has both properties and position is the object's world scale position. I'm not sure why this doesn't work, but it gives me the following error:
Cannot bind generic curve on Transform component, only position, rotation and scale curve are supported.
I'm aware that it doesn't make much sense to use absolute coordinates for an animation, but I simply don't have anything else.
Does anyone have an approach how I can deal with this in a sensible, not-too-cumbersome way? It seems I have all the important parts, I just can't figure out how to put them together. Thanks so much already! :)
From my basic understanding, it seems like you are using the Input animation recording service provided by MRTK. Unfortunately, MRTK does not provide the localPosition version of Curves data. However, you can modify the data from the recordingBuffer after the InputRecordingService stops recording.
So, this is a method worth trying for you: in the handJointCurves dictionary property of recordingBuffer field, a set of pose curves is stored for each joint. And then, base on this table:Joint pose curves, subtract the position value of the key None from the position value of each other joint in every key frame so that the localPosition based on the key None is obtained.

Swift SCNAction, rotate to a quaternion

I have a planeNode in a SceneKit Scene which I want to control. For this I want to constantly update the Orientation. Due to the Singularities of Euler Angles I am using Quaternions. So far I am directly updating planeNode.orientation and it works fine. The only issue is that due to the update rate it slightly jumps between orientations, which does not look very nice. I tried using SCNActions but the problem is I can only rotateTo and rotate by Euler Angles. Is there any way to rotateTo Quaternions?
Any help is very welcome! Thanks!
I solved it by up using sims_slerp and therefore not updating the orientation directly to the new set point orientation but rather to a part of it:
let qSlerp = simd_slerp(simd_quatf(quat: self.planeNode.orientation), self.orientationSP!, 0.1)
// UPDATE ORIENTATION TO CLOSEST INTERPOLATION
self.planeNode.orientation = SCNQuaternion(simd_quat: qSlerp)}

Giving physics to tiles of SKTileMapNode in Xcode 8

I am learning Swift, and as a project I am working on a tile based 2D game similar to super mario where my character will walk and jump on tiles.
The latest version of Xcode and Sprite Kit give the ability to create a Tile Map directly in Xcode.
In the presentation of the new Xcode and Sprite kit, the guy demonstrates a game similar to what i am working on.
https://developer.apple.com/videos/play/wwdc2016/610/ (around the 20th minute).
He mentions giving Tiles user data properties which i did, and in code we search through all the tiles which have that user data and give them some physics properties so that the character can collide or interact with them (in my case, my character not falling or walking through the tiles).
so basically, the idea is giving those tiles a physics Body, but this can't be done using SKphysicsBody. So there must be another way, and since i am new to Swift i am missing it.
if anyone knows this, i would very much appreciate the help.
If the question is unclear let me know because i am also new to stack overflow.
Apple staff member Bobjt says here that "the right approach" is to add user data to your SKTileDefinition objects and use that to identify and add physics bodies to your tiles.
So you would add a user data value to a tile definition either programmatically or in the editor, like so:
Then in code you would check each tile definition to see if it has the user data value. If so, then you need to calculate the tile's position and add a physics body on a new node, parenting it to your tile map. Here is the code for this which Bobjt referred to as "the correct approach":
self.tileMap = self.childNode(withName: "Tile Map") as? SKTileMapNode
guard let tileMap = self.tileMap else { fatalError("Missing tile map for the level") }
let tileSize = tileMap.tileSize
let halfWidth = CGFloat(tileMap.numberOfColumns) / 2.0 * tileSize.width
let halfHeight = CGFloat(tileMap.numberOfRows) / 2.0 * tileSize.height
for col in 0..<tileMap.numberOfColumns {
for row in 0..<tileMap.numberOfRows {
let tileDefinition = tileMap.tileDefinition(atColumn: col, row: row)
let isEdgeTile = tileDefinition?.userData?["edgeTile"] as? Bool
if (isEdgeTile ?? false) {
let x = CGFloat(col) * tileSize.width - halfWidth
let y = CGFloat(row) * tileSize.height - halfHeight
let rect = CGRect(x: 0, y: 0, width: tileSize.width, height: tileSize.height)
let tileNode = SKShapeNode(rect: rect)
tileNode.position = CGPoint(x: x, y: y)
tileNode.physicsBody = SKPhysicsBody.init(rectangleOf: tileSize, center: CGPoint(x: tileSize.width / 2.0, y: tileSize.height / 2.0))
tileNode.physicsBody?.isDynamic = false
tileNode.physicsBody?.collisionBitMask = playerCollisionMask | wallCollisionMask
tileNode.physicsBody?.categoryBitMask = wallCollisionMask
tileMap.addChild(tileNode)
}
}
}
Personally, I think this approach is too fussy. I'm going to try a different approach in my game and if it works I'll post it here. What I'd really like is for Apple to enhance the tile map API so that we can add physics bodies directly to individual tiles. Maybe in the process they could optimize the engine so that physics bodies on individual tiles would be automatically merged to form larger, more optimal shapes in order to improve system performance.
Update: I filed a request with Apple about this issue, for whatever good might come of it.
I'm not sure there's a surefire way to do this yet... but here's two ways to think about how to try apply physics to a tilemap.
Option 1: Apply SKNodes to each positions of each tile on your map, and apply an appropriate physicsbody to that SKNode based on the content and state of that tile.
Option 2: Use the position information of each tile to add an array of physicsbodies to the SKTileMapNode, and position each of them accordingly.
I'm imagining a gravity down, Mario style platformer, with this kind of terrain in need of physics bodies for the ground:
Lifted transcript from Apple's WWDC about tiles and physics:
And you'll note that I'm colliding with the tiles here.
And I achieve this by leveraging custom user data that we can put on
each of our tiles.
Here, I'll show you in our tile set.
Select one of the variants here.
And you can see that we have some user data over here.
And I just have a value called edgeTile which is a Boolean, and I set
to 1.
So, in code, I'm going through the tile map in our platform demo here,
and I'm looking for all of these edge tiles.
And whenever I find one, I create some physics data to allow the
player to collide with it.
And since it is just in our tile map here, say I wanted to get over
this large wall here.
When I run the game, you'll see that my guy can't actually jump high
enough to get over it.
And he really wants to because that red button over there looks really
tempting.
I really want to push that thing.
So, since we're just generating our physics data from our tiles and
our user data, all we can do is just going here and erase these tiles
and build and run our game again.
The tiles are now gone and we can now move through there.
And we didn't have to change code or anything.
We just used the data that we pulled from the tile map to set up our
tile.
It's that simple.
Makes it sound very simple, but takes a far greater mind than mine to figure out what is being done, and how it's being done.
Alternatively, you can apply a line sweep algorithm to the tiles you want to give a SKPhysicsBody.
You can do this in four steps;
Iterate through the position of the tiles in your SKTileMap.
Find the tiles that are adjacent to one another.
For each group of adjacent tiles, collect:
a down-left corner coordinate and
an up-right corner coordinate.
Draw a square, and move on to the next group of tiles until you run out of tile coordinates.
Screenshot without visuals for comparison
Screenshot without visuals showing the physicsbodies
See my answer in a similar post on how to implement this.
I spent two days trying different ideas but could find nothing better than what I posted in my other answer. As mentioned there, it is the way recommended by an Apple staff member and as far as I know it's the most efficient way to have SpriteKit automatically add physics bodies to all your tiles. I've tested it and it works. (Although I'm still holding my breath for Apple to add a straightfoward way of putting physics bodies on tiles).
But there are other considerations. If you are having performance issues because there are too many physics bodies in your scene, you might want to try one of these other approaches. However, they are both more time-consuming than the approach described above. The only reason that may justify using one of these more labor-intensive approaches is if you need to reduce the number of physics bodies in your scene due to performance issues. Otherwise, I think the "automatic" approach mentioned above is the best option we have.
So I won't go into detail here because I think the automatic option is the best. These are just ideas for alternate approaches if your game needs to be extra stingy with system resources.
Alternate Approach #1 - Use Fewer Physics Bodies
Create your tile map in the editor. Then keep working in the editor to drag Color Sprites (SKSpriteNodes) over parts of your map that need a physics body. Shape the nodes to make the largest rectangle possible for areas that need physics bodies. This works best for for large, flat surfaces like walls, floors, ceilings, platforms, crates, etc. It's tedious but you end up with far fewer physics bodies in your simulation than if you had used the automatic approach mentioned above.
Alternate Approach #2 - Use No Physics Bodies
This idea would probably require even more work, but you could potentially avoid using physics bodies altogether. First, create your tile map in the editor. Analyze your map to identify which tiles mark a barrier, beyond which the player should not cross. Assign a user data identifier to that type of tile. You would need different categories of identifiers for different types of barriers, and you may also need to design your artwork to fit this approach.
Once your barrier tiles are sufficiently identified, write code which checks the user data value for the tile currently occupied by the player sprite and restrict the sprite's movement accordingly. For example, if the player enters a title that marks an upper boundary, your movement code would not allow the player sprite to move up. Likewise, if the player enters a tile that marks the leftmost boundary, your movement code will not let the player travel left.

Swift 2: Different gravity to different sprites

I am creating a game where i need to be able to change the speed of the player sprite. I think the best option is to effect the sprites by gravity. To give the user the feeling of movement I want the background to move in the exact same speed just in the opposite direction.
How can i give the background a different gravity then the player sprite?
If you know about a better approach I would really appreciate your suggestions as well.
You can change the linearDamping property of a node to change the rate that it falls. From the docs,
This property is used to simulate fluid or air friction forces on the
body. The property must be a value between 0.0 and 1.0. The default
value is 0.1. If the value is 0.0, no linear damping is applied to the
object.
Note that linear damping will also affect the node's side-to-side movement as well.

Using iPhone/iPod Touch acceleration to rotate a 3D object

I'm trying to use an iPhone/iPod acceleration to manipulate directly a 3D object.
For that I've been searching lot's of stuff (Euler angles, Quaternions, etc).
I'm using OpenSG, where I have a 3D environment and want to manipulate a certain object (just rotating in all possible iPhone/iPod degrees of freedom using only accelerometer).
So, I tried to figure it out a solution for this problem but it still doesn't have the expected result and get some weird rotations in some angles.
Can someone tell me what I'm doing wrong? Or, is there a better way of doing this without using quaternions?
The acceleration variable is a Vec3f containing the accelerometer values from iPhone/iPod filtered with a low-pass filter.
acceleration.normalize();
Vec3f reference = OSG::Vec3f(0, 0, 1);
OSG::Vec3f axis = acceleration.cross( reference );
angle = acos( acceleration.dot( reference ) );
OSG::Quaternion quat;
quat.setValueAsAxisRad(axis, angle);
After this code, I update my scene node using quaternion quat.
I wanted to do the exact same thing and just tried it, I hadn't played around with an accelerometer before and it seemed like it should be possible.
The problem is that if you set your iPhone on a table and then slowly spin it around and observe the output of the accelerometer it basically doesn't change (one gravity down). If you tilt it up/down on any of the four edges you will see the output change.
In other words you know that your table top is tilting top/bottom or left/right, but you can't tell that you are spinning it. So you can map this tilt to two rotations of a 3D object.
You could probably use the compass for the horizontal rotation, I couldn't try because I was prototyping in the Unity Game Engine and it doesn't seem to support compass yet.
The ever wonderful Brad Larson posted an excellent description of his initial experiences of a 3d viewer while writing his Moleculs app.
His method for rotations was achieved as follows:
GLfloat currentModelViewMatrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, currentModelViewMatrix);
glRotatef(xRotation, currentModelViewMatrix[1], currentModelViewMatrix[5], currentModelViewMatrix[9]);
glGetFloatv(GL_MODELVIEW_MATRIX, currentModelViewMatrix);
glRotatef(yRotation, currentModelViewMatrix[0], currentModelViewMatrix[4], currentModelViewMatrix[8]);
but whether or not this is helpful I can't recommend this blog entry enough Brad learns a lesson or two
Editing to add that I may have misread the question, but will keep the post here as it will likely help people searching with similar keywords.