I have two points (let\'s call them pointA and pointB) of type SCNVector3. I want to draw a line between them. Seems like it should be easy, but can\'t find a way to do it.<
Here's a solution using triangles that works independent of the direction of the line. It's constructed using the cross product to get points perpendicular to the line. So you'll need a small SCNVector3 extension, but it'll probably come in handy in other cases, too.
private func makeRect(startPoint: SCNVector3, endPoint: SCNVector3, width: Float ) -> SCNGeometry {
let dir = (endPoint - startPoint).normalized()
let perp = dir.cross(SCNNode.localUp) * width / 2
let firstPoint = startPoint + perp
let secondPoint = startPoint - perp
let thirdPoint = endPoint + perp
let fourthPoint = endPoint - perp
let points = [firstPoint, secondPoint, thirdPoint, fourthPoint]
let indices: [UInt16] = [
1,0,2,
1,2,3
]
let geoSource = SCNGeometrySource(vertices: points)
let geoElement = SCNGeometryElement(indices: indices, primitiveType: .triangles)
let geo = SCNGeometry(sources: [geoSource], elements: [geoElement])
geo.firstMaterial?.diffuse.contents = UIColor.blue.cgColor
return geo
}
SCNVector3 extension:
import Foundation
import SceneKit
extension SCNVector3
{
/**
* Returns the length (magnitude) of the vector described by the SCNVector3
*/
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()
}
/**
* Calculates the cross product between two SCNVector3.
*/
func cross(_ vector: SCNVector3) -> SCNVector3 {
return SCNVector3(y * vector.z - z * vector.y, z * vector.x - x * vector.z, x * vector.y - y * vector.x)
}
}