我在3D编程方面遇到了更多的数学问题,我希望你能帮助我!
我正在尝试使用具有等角度角度的Scenekit创建3D游戏.
这段代码创建了我的正交相机:
var cameraNode = SCNNode() cameraNode.camera = SCNCamera() cameraNode.name = "Camera" cameraNode.position = SCNVector3Make(-5.0,-5.0,10.0) cameraNode.eulerAngles = SCNVector3Make(PI / 3.0,0.0,-PI / 4.0) cameraNode.camera?.usesOrthographicProjection = true cameraNode.camera?.orthographicScale = 7.0 scene.rootNode.addChildNode(cameraNode)
现在我想使用平移手势移动相机,产生滚动感.为了实现这一点,相机不应垂直移动,只能水平移动.移动时,屏幕上的触摸位置和3D世界中未投影的位置应保持不变.
我考虑过计算2D平移到3D差异并忽略垂直分量.这段代码实际上可以工作,几乎可以产生所需的结果,但速度不正确.如果我平移,相机似乎加速并且没有正确反应:
var prevIoUsTranslation = CGPointMake(0.0,0.0) func pan(gesture: UIPanGestureRecognizer) { let view = self.view as SCNView let translation = gesture.translationInView(view) let location = gesture.locationInView(view) let diffTrans = translation - prevIoUsTranslation prevIoUsTranslation = translation let cameraNode = scene.rootNode.childNodeWithName("Camera",recursively: false) let worldPointTrans = view.unprojectPoint(SCNVector3Make(-Float(diffTrans.x),-Float(diffTrans.y),0.0)) let worldPoint0 = view.unprojectPoint(SCNVector3Make(0.0,0.0)) var diff = worldPointTrans - worldPoint0 diff.x = diff.x / Float(cameraNode!.camera!.orthographicScale) diff.y = diff.y / Float(cameraNode!.camera!.orthographicScale) diff.z = 0 cameraNode?.position += diff }
有人知道一种复杂的方法来计算屏幕平移到水平3D平移,忽略垂直轴吗?
先感谢您 :)
编辑:
平底锅现在用于水平翻译.但不是垂直的,因为我将z轴上的差异设置为零.
解决方法
我找到了自己的解决方案.
我正在计算手势开始位置(P1-P2)的光线和翻译位置(Q1-Q2)的光线.现在我有两条光线,让两条光线都与XY平面相交,以接收点P0和Q0
P0和Q0的差异是未投影的翻译.
这种技术也适用于非正交相机,但我还没有测试过.
在我看来它是有效的,但如果有人能在数学上证实这个假设,我会很高兴看到:)
这是代码:
var prevIoUsLocation = SCNVector3(x: 0,y: 0,z: 0) func pan(gesture: UIPanGestureRecognizer) { let view = self.view as SCNView let translation = gesture.translationInView(view) let location = gesture.locationInView(view) let secLocation = location + translation let P1 = view.unprojectPoint(SCNVector3(x: Float(location.x),y: Float(location.y),z: 0.0)) let P2 = view.unprojectPoint(SCNVector3(x: Float(location.x),z: 1.0)) let Q1 = view.unprojectPoint(SCNVector3(x: Float(secLocation.x),y: Float(secLocation.y),z: 0.0)) let Q2 = view.unprojectPoint(SCNVector3(x: Float(secLocation.x),z: 1.0)) let t1 = -P1.z / (P2.z - P1.z) let t2 = -Q1.z / (Q2.z - Q1.z) let x1 = P1.x + t1 * (P2.x - P1.x) let y1 = P1.y + t1 * (P2.y - P1.y) let P0 = SCNVector3Make(x1,y1,0) let x2 = Q1.x + t1 * (Q2.x - Q1.x) let y2 = Q1.y + t1 * (Q2.y - Q1.y) let Q0 = SCNVector3Make(x2,y2,0) var diffR = Q0 - P0 diffR *= -1 let cameraNode = view.scene!.rootNode.childNodeWithName("Camera",recursively: false) switch gesture.state { case .Began: prevIoUsLocation = cameraNode!.position break; case .Changed: cameraNode?.position = prevIoUsLocation + diffR break; default: break; } }