I'm using ARKit
to display 3D objects. I managed to place the nodes in the real world in front of the user (aka the camera). But I don't manage to make them to face the camera when I drop them.
let tap_point=CGPoint(x: x, y: y)
let results=arscn_view.hitTest(tap_point, types: .estimatedHorizontalPlane)
guard results.count>0 else{
return
}
guard let r=results.first else{
return
}
let hit_tf=SCNMatrix4(r.worldTransform)
let new_pos=SCNVector3Make(hit_tf.m41, hit_tf.m42+Float(0.2), hit_tf.m43)
guard let scene=SCNScene(named: file_name) else{
return
}
guard let node=scene.rootNode.childNode(withName: "Mesh", recursively: true) else{
return
}
node.position=new_pos
arscn_view.scene.rootNode.addChildNode(node)
The nodes are well positioned on the plane, in front of the camera. But they are all looking in the same direction. I guess I should rotate the SCNNode
but I didn't manage to do this.
Do you want the nodes to always face the camera, even as the camera moves? That's what SceneKit constraints are for. Either
SCNLookAtConstraint
orSCNBillboardConstraint
can keep a node always pointing at the camera.Do you want the node to face the camera when placed, but then hold still (so you can move the camera around and see the back of it)? There are a few ways to do that. Some involve fun math, but a simpler way to handle it might just be to design your 3D assets so that "front" is always in the positive Z-axis direction. Set a placed object's transform based on the camera transform, and its initial orientation will match the camera's.