Cylinder Orientation between two points on a sphere, Scenekit, Quaternions IOS
Here's a quick demo using node hierarchy (to get the cylinder situated such that its end is at one point and its length is along the local z-axis) and a constraint (to make that z-axis look at another point).
let root = view.scene!.rootNode
// visualize a sphere
let sphere = SCNSphere(radius: 1)
sphere.firstMaterial?.transparency = 0.5
let sphereNode = SCNNode(geometry: sphere)
root.addChildNode(sphereNode)
// some dummy points opposite each other on the sphere
let rootOneThird = CGFloat(sqrt(1/3.0))
let p1 = SCNVector3(x: rootOneThird, y: rootOneThird, z: rootOneThird)
let p2 = SCNVector3(x: -rootOneThird, y: -rootOneThird, z: -rootOneThird)
// height of the cylinder should be the distance between points
let height = CGFloat(GLKVector3Distance(SCNVector3ToGLKVector3(p1), SCNVector3ToGLKVector3(p2)))
// add a container node for the cylinder to make its height run along the z axis
let zAlignNode = SCNNode()
zAlignNode.eulerAngles.x = CGFloat(M_PI_2)
// and position the zylinder so that one end is at the local origin
let cylinder = SCNNode(geometry: SCNCylinder(radius: 0.1, height: height))
cylinder.position.y = -height/2
zAlignNode.addChildNode(cylinder)
// put the container node in a positioning node at one of the points
p2Node.addChildNode(zAlignNode)
// and constrain the positioning node to face toward the other point
p2Node.constraints = [ SCNLookAtConstraint(target: p1Node) ]
Sorry if you were looking for an ObjC-specific solution, but it was quicker for me to prototype this in an OS X Swift playground. (Also, less CGFloat
conversion is needed in iOS, because the element type of SCNVector3
is just Float
there.)
Just for reference a more elegant SCNCyclinder implementation to connect a start and end position with a given radius:
func makeCylinder(from: SCNVector3, to: SCNVector3, radius: CGFloat) -> SCNNode
{
let lookAt = to - from
let height = lookAt.length()
let y = lookAt.normalized()
let up = lookAt.cross(vector: to).normalized()
let x = y.cross(vector: up).normalized()
let z = x.cross(vector: y).normalized()
let transform = SCNMatrix4(x: x, y: y, z: z, w: from)
let geometry = SCNCylinder(radius: radius,
height: CGFloat(height))
let childNode = SCNNode(geometry: geometry)
childNode.transform = SCNMatrix4MakeTranslation(0.0, height / 2.0, 0.0) *
transform
return childNode
}
Needs the following extension:
extension SCNVector3 {
/**
* Calculates the cross product between two SCNVector3.
*/
func cross(vector: SCNVector3) -> SCNVector3 {
return SCNVector3Make(y * vector.z - z * vector.y, z * vector.x - x * vector.z, x * vector.y - y * vector.x)
}
func length() -> Float {
return sqrtf(x*x + y*y + z*z)
}
/**
* Normalizes the vector described by the SCNVector3 to length 1.0 and returns
* the result as a new SCNVector3.
*/
func normalized() -> SCNVector3 {
return self / length()
}
}
extension SCNMatrix4 {
public init(x: SCNVector3, y: SCNVector3, z: SCNVector3, w: SCNVector3) {
self.init(
m11: x.x,
m12: x.y,
m13: x.z,
m14: 0.0,
m21: y.x,
m22: y.y,
m23: y.z,
m24: 0.0,
m31: z.x,
m32: z.y,
m33: z.z,
m34: 0.0,
m41: w.x,
m42: w.y,
m43: w.z,
m44: 1.0)
}
}
/**
* Divides the x, y and z fields of a SCNVector3 by the same scalar value and
* returns the result as a new SCNVector3.
*/
func / (vector: SCNVector3, scalar: Float) -> SCNVector3 {
return SCNVector3Make(vector.x / scalar, vector.y / scalar, vector.z / scalar)
}
func * (left: SCNMatrix4, right: SCNMatrix4) -> SCNMatrix4 {
return SCNMatrix4Mult(left, right)
}
Thank you, Rickster! I have taken it a little further and made a class out of it:
class LineNode: SCNNode
{
init( parent: SCNNode, // because this node has not yet been assigned to a parent.
v1: SCNVector3, // where line starts
v2: SCNVector3, // where line ends
radius: CGFloat, // line thicknes
radSegmentCount: Int, // number of sides of the line
material: [SCNMaterial] ) // any material.
{
super.init()
let height = v1.distance(v2)
position = v1
let ndV2 = SCNNode()
ndV2.position = v2
parent.addChildNode(ndV2)
let ndZAlign = SCNNode()
ndZAlign.eulerAngles.x = Float(M_PI_2)
let cylgeo = SCNCylinder(radius: radius, height: CGFloat(height))
cylgeo.radialSegmentCount = radSegmentCount
cylgeo.materials = material
let ndCylinder = SCNNode(geometry: cylgeo )
ndCylinder.position.y = -height/2
ndZAlign.addChildNode(ndCylinder)
addChildNode(ndZAlign)
constraints = [SCNLookAtConstraint(target: ndV2)]
}
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
I have tested this class successfully in an iOS app, using this function, which draws 100 lines (oops cylinders :o).
func linesTest3()
{
let mat = SCNMaterial()
mat.diffuse.contents = UIColor.whiteColor()
mat.specular.contents = UIColor.whiteColor()
for _ in 1...100 // draw 100 lines (as cylinders) between random points.
{
let v1 = SCNVector3( x: Float.random(min: -50, max: 50),
y: Float.random(min: -50, max: 50),
z: Float.random(min: -50, max: 50) )
let v2 = SCNVector3( x: Float.random(min: -50, max: 50),
y: Float.random(min: -50, max: 50),
z: Float.random(min: -50, max: 50) )
// Just for testing, add two little spheres to check if lines are drawn correctly:
// each line should run exactly from a green sphere to a red one:
root.addChildNode(makeSphere(v1, radius: 0.5, color: UIColor.greenColor()))
root.addChildNode(makeSphere(v2, radius: 0.5, color: UIColor.redColor()))
// Have to pass the parentnode because
// it is not known during class instantiation of LineNode.
let ndLine = LineNode(
parent: scene.rootNode, // ** needed
v1: v1, // line (cylinder) starts here
v2: v2, // line ends here
radius: 0.2, // line thickness
radSegmentCount: 6, // hexagon tube
material: [mat] ) // any material
root.addChildNode(ndLine)
}
}
Regards. (btw. I can only see 3D objects.. I have never seen a "line" in my life :o)