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March 5, 2020 12:07
How to draw a line between two points in SceneKit (eulerAngle and quaternion)
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//: A UIKit based Playground for presenting user interface | |
import UIKit | |
import PlaygroundSupport | |
import SceneKit | |
class MyViewController : UIViewController { | |
override func loadView() { | |
let scnView = SCNView() | |
scnView.delegate = self as? SCNSceneRendererDelegate | |
scnView.isPlaying = true | |
let scene = SCNScene() | |
scnView.backgroundColor = UIColor.gray | |
scnView.allowsCameraControl = true | |
scnView.scene = scene | |
let cameraNode = SCNNode() | |
cameraNode.camera = SCNCamera() | |
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15) | |
scene.rootNode.addChildNode(cameraNode) | |
let from = simd_float3(x: -1, y: 5, z: 0) | |
let to = simd_float3(x: 0, y: 0, z: 2) | |
for pos in [from, to] { | |
let sphere = SCNSphere(radius: 0.2) | |
let sphereNode = SCNNode(geometry: sphere) | |
sphereNode.simdPosition = pos | |
scene.rootNode.addChildNode(sphereNode) | |
} | |
let cylinderNode1 = SCNNode(geometry: SCNCylinder()) | |
scene.rootNode.addChildNode(cylinderNode1) | |
eulerAngle(node: cylinderNode1, from: from,to: to) | |
let cylinderNode2 = SCNNode(geometry: SCNCylinder()) | |
let material = SCNMaterial() | |
material.diffuse.contents = UIColor.green | |
cylinderNode2.geometry?.firstMaterial = material | |
scene.rootNode.addChildNode(cylinderNode2) | |
quaternion(node: cylinderNode2, from: from,to: to) | |
self.view = scnView | |
} | |
func eulerAngle(node: SCNNode, | |
from: simd_float3, to: simd_float3){ | |
node.simdPosition = (from + to) / 2 | |
let distance = simd_distance(from,to) | |
let cylinder = node.geometry as! SCNCylinder | |
cylinder.radius = 0.2 | |
cylinder.height = CGFloat(distance) | |
let eulerAngles | |
= simd_float3(Float.pi / 2, | |
acos((to.z-from.z)/distance), | |
atan2((to.y-from.y),(to.x-from.x))) | |
node.simdEulerAngles = eulerAngles | |
} | |
func quaternion(node: SCNNode, | |
from: simd_float3, to: simd_float3){ | |
node.simdPosition = (from + to) / 2 | |
let distance = simd_distance(from,to) | |
let cylinder = node.geometry as! SCNCylinder | |
cylinder.radius = 0.2 | |
cylinder.height = CGFloat(distance) | |
let vector = to - from | |
let height = simd_length(vector) | |
let line_axis = simd_float3(0, height/2, 0) | |
let vector_cross = simd_cross(line_axis, vector) | |
let qw = simd_length(line_axis) * simd_length(vector) + simd_dot(line_axis, vector) | |
let q = simd_quatf(ix: vector_cross.x, iy: vector_cross.y, | |
iz: vector_cross.z, r: qw).normalized | |
node.simdOrientation = q | |
} | |
} | |
// Present the view controller in the Live View window | |
PlaygroundPage.current.liveView = MyViewController() |
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