I have a scene setup with SCNCamera that rotates around an object.
What would be the best way to limit the extents of rotation the camera can achieve around the obj
Maybe this could be useful for readers.
class GameViewController: UIViewController {
var cameraOrbit = SCNNode()
let cameraNode = SCNNode()
let camera = SCNCamera()
//HANDLE PAN CAMERA
var lastWidthRatio: Float = 0
var lastHeightRatio: Float = 0.2
var WidthRatio: Float = 0
var HeightRatio: Float = 0.2
var fingersNeededToPan = 1
var maxWidthRatioRight: Float = 0.2
var maxWidthRatioLeft: Float = -0.2
var maxHeightRatioXDown: Float = 0.02
var maxHeightRatioXUp: Float = 0.4
//HANDLE PINCH CAMERA
var pinchAttenuation = 20.0 //1.0: very fast ---- 100.0 very slow
var lastFingersNumber = 0
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene(named: "art.scnassets/ship.scn")!
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
scene.rootNode.addChildNode(ambientLightNode)
//Create a camera like Rickster said
camera.usesOrthographicProjection = true
camera.orthographicScale = 9
camera.zNear = 1
camera.zFar = 100
cameraNode.position = SCNVector3(x: 0, y: 0, z: 50)
cameraNode.camera = camera
cameraOrbit = SCNNode()
cameraOrbit.addChildNode(cameraNode)
scene.rootNode.addChildNode(cameraOrbit)
//initial camera setup
self.cameraOrbit.eulerAngles.y = Float(-2 * M_PI) * lastWidthRatio
self.cameraOrbit.eulerAngles.x = Float(-M_PI) * lastHeightRatio
// retrieve the SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
//allows the user to manipulate the camera
scnView.allowsCameraControl = false //not needed
// add a tap gesture recognizer
let panGesture = UIPanGestureRecognizer(target: self, action: "handlePan:")
scnView.addGestureRecognizer(panGesture)
// add a pinch gesture recognizer
let pinchGesture = UIPinchGestureRecognizer(target: self, action: "handlePinch:")
scnView.addGestureRecognizer(pinchGesture)
}
func handlePan(gestureRecognize: UIPanGestureRecognizer) {
let numberOfTouches = gestureRecognize.numberOfTouches()
let translation = gestureRecognize.translationInView(gestureRecognize.view!)
if (numberOfTouches==fingersNeededToPan) {
widthRatio = Float(translation.x) / Float(gestureRecognize.view!.frame.size.width) + lastWidthRatio
heightRatio = Float(translation.y) / Float(gestureRecognize.view!.frame.size.height) + lastHeightRatio
// HEIGHT constraints
if (heightRatio >= maxHeightRatioXUp ) {
heightRatio = maxHeightRatioXUp
}
if (heightRatio <= maxHeightRatioXDown ) {
heightRatio = maxHeightRatioXDown
}
// WIDTH constraints
if(widthRatio >= maxWidthRatioRight) {
widthRatio = maxWidthRatioRight
}
if(widthRatio <= maxWidthRatioLeft) {
widthRatio = maxWidthRatioLeft
}
self.cameraOrbit.eulerAngles.y = Float(-2 * M_PI) * widthRatio
self.cameraOrbit.eulerAngles.x = Float(-M_PI) * heightRatio
print("Height: \(round(heightRatio*100))")
print("Width: \(round(widthRatio*100))")
//for final check on fingers number
lastFingersNumber = fingersNeededToPan
}
lastFingersNumber = (numberOfTouches>0 ? numberOfTouches : lastFingersNumber)
if (gestureRecognize.state == .Ended && lastFingersNumber==fingersNeededToPan) {
lastWidthRatio = widthRatio
lastHeightRatio = heightRatio
print("Pan with \(lastFingersNumber) finger\(lastFingersNumber>1 ? "s" : "")")
}
}
func handlePinch(gestureRecognize: UIPinchGestureRecognizer) {
let pinchVelocity = Double.init(gestureRecognize.velocity)
//print("PinchVelocity \(pinchVelocity)")
camera.orthographicScale -= (pinchVelocity/pinchAttenuation)
if camera.orthographicScale <= 0.5 {
camera.orthographicScale = 0.5
}
if camera.orthographicScale >= 10.0 {
camera.orthographicScale = 10.0
}
}