目标是绕场景中任意但可见的点旋转。

当用户平移时,摄像机应围绕此锚点移动和旋转。

如果定位点在屏幕中间,则效果很好。

但是,如果锚点偏离中心(例如,在屏幕的左边缘),则相机会将锚点带入中心时会瞬间跳跃。

下面的代码解决了跳转问题,但由于锚点缓慢移至中心,因此使用户感到迷惑。

相机运动与平移手势有关。

关于如何解决此问题的任何想法?

let panRecognizer = UIPanGestureRecognizer(target: self, action: #selector(didSceneViewPanOneFinger))
panRecognizer.minimumNumberOfTouches = 1
panRecognizer.maximumNumberOfTouches = 1
panRecognizer.delegate = self
sceneView.addGestureRecognizer(panRecognizer)


func didSceneViewPanOneFinger(_ sender: UIPanGestureRecognizer) {
    // Pick any visible point as long as it's not in center
    let anchorPoint = SCNVector(-15, 0, 0)

    // Orbit camera
    cameraNode.orbitPoint(anchorPoint: anchorPoint, translation: sender.translation(in: sender.view!), state: sender.state)
}


class CameraNode: SCNNode {
    // Vars
    let headNode = SCNNode()
    var curXRadians = Float(0)
    var curYRadians = Float(0)
    var directLastTranslationY = Float(0)
    var reach = Float(10)
    var aimingPoint = SCNVector3()
    var lastAnchor:SCNVector3!


    init(reach: Float) {
        super.init()
        self.reach = reach

        // Call <doInit> only after all properties set
        doInit()
    }


    fileprivate func doInit() {
        // Add head node
        headNode.camera = SCNCamera()
        headNode.camera!.zNear = Double(0.1)
        headNode.position = SCNVector3(x: 0, y: 0, z: 0)
        addChildNode(headNode)

        // Position camera
        position = SCNVector3(x: 0, y: minY, z: reach)
    }


    func orbitPoint(anchorPoint: SCNVector3, translation: CGPoint, state: UIGestureRecognizerState) {
        // Get pan distance & convert to radians
        var xRadians = GLKMathDegreesToRadians(Float(translation.x))
        var yRadians = GLKMathDegreesToRadians(Float(translation.y))

        // Get x & y radians, adjust values to throttle rotate speed
        xRadians = (xRadians / 3) + curXRadians
        yRadians = (yRadians / 3) + curYRadians

        // Limit yRadians to prevent rotating 360 degrees vertically
        yRadians = max(Float(-M_PI_2), min(Float(M_PI_2), yRadians))

        // Save original position
        if state == .began {
            aimingPoint = lastAnchor ?? anchorPoint
        } else {
            aimingPoint = SCNVector3.lerp(vectorStart: anchorPoint, vectorEnd: aimingPoint, t: 0.99)
        }

        // Rotate around <anchorPoint>
        // * Compute distance to <anchorPoint>, used as radius for spherical movement
        let radius = aimingPoint.distanceTo(position)
        var newPoint = getPointOnSphere(aimingPoint, hAngle: yRadians, vAngle: xRadians, radius: radius)
        if newPoint.y < 0 {
            yRadians = directLastTranslationY

            newPoint = getPointOnSphere(aimingPoint, hAngle: yRadians, vAngle: xRadians, radius: radius)
        }

        // Set rotation values to avoid Gimbal Lock
        headNode.rotation = SCNVector4(x: 1, y: 0, z: 0, w: yRadians)
        rotation = SCNVector4(x: 0, y: 1, z: 0, w: xRadians)

        print("cam pos: \(position). anchor point: \(anchorPoint). radius: \(radius).")

        // Save value for next rotation?
        if state == .ended {
            curXRadians = xRadians
            curYRadians = yRadians
            lastAnchor = aimingPoint ?? anchorPoint
        }
        directLastTranslationY = yRadians
    }


    // Your position in 3d is given by two angles (+ radius, which in your case is constant)
    // here, s is the angle around the y-axis, and t is the height angle, measured 'down' from the y-axis.
    func getSphericalCoords(_ s: Float, t: Float, r: Float) -> SCNVector3 {
        return SCNVector3(-(cos(s) * sin(t) * r),
                          sin(s) * r,
                          -(cos(s) * cos(t) * r))
    }


    fileprivate func getPointOnSphere(_ centerPoint: SCNVector3, hAngle: Float, vAngle: Float, radius: Float? = nil) -> SCNVector3 {
        // Update <radius>?
        var radius = radius
        if radius == nil {
            radius = reach
        }

        // Compute point & return result
        let p = centerPoint - getSphericalCoords(hAngle, t: vAngle, r: radius!)
        return p
    }
}

最佳答案

如果要围绕非相机视图中心的点旋转相机,并保持该点不在视图中心,则最好使用三角形约束。

在与旋转点相邻的摄影机视图中心,固定一个用作摄影机“视线”约束的虚拟对象。该虚拟对象固定在旋转点上,因此相机可以根据需要旋转。

我希望这张图比我的话更好地解释:

ios - SceneKit:绕着任意点旋转而没有相机跳跃或将 anchor 移到中心吗?-LMLPHP

关于ios - SceneKit:绕着任意点旋转而没有相机跳跃或将 anchor 移到中心吗?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/40015482/

10-14 23:10