iOS Development
ios – Swift – Detect Faucet on baby SCNNode not Mother or father

Hiya I’ve a easy interactive globe represented by dots. Each dot is a SCNNode and the globe can also be a SCNNode. The Whole globe node is the father or mother and the smaller dots inside the globe are youngsters. I need to detect faucets on the kid nodes. Once I strive doing so the faucet gestures are detected just for the father or mother node and due to this I can not decide which baby node is clicked. In the end I need to click on on a baby node (dot) and decide the SCNVector3 of the place clicked so I can convert to coordinates.
Ive been engaged on the operate touchesBegan however this picks up clicks on the father or mother earth node.
import Basis
import SceneKit
import CoreImage
import SwiftUI
import MapKit
public typealias GenericController = UIViewController
public typealias GenericColor = UIColor
public typealias GenericImage = UIImage
public class GlobeViewController: GenericController {
//@Binding var showProf: Bool
var nodePos: CGPoint? = nil
public var earthNode: SCNNode!
non-public var sceneView : SCNView!
non-public var cameraNode: SCNNode!
non-public var worldMapImage: CGImage {
guard let picture = UIImage(named: "earth-dark")?.cgImage else {
fatalError("Not discovered")
}
return picture
}
non-public lazy var imgData: CFData = {
guard let imgData = worldMapImage.dataProvider?.information else { fatalError("Couldn't fetch information from world map picture.") }
return imgData
}()
non-public lazy var worldMapWidth: Int = {
return worldMapImage.width
}()
public var earthRadius: Double = 1.0 {
didSet {
if let earthNode = earthNode {
earthNode.removeFromParentNode()
setupGlobe()
}
}
}
public var dotSize: CGFloat = 0.005 {
didSet {
if dotSize != oldValue {
setupDotGeometry()
}
}
}
public var enablesParticles: Bool = true {
didSet {
if enablesParticles {
setupParticles()
} else {
sceneView.scene?.rootNode.removeAllParticleSystems()
}
}
}
public var particles: SCNParticleSystem? {
didSet {
if let particles = particles {
sceneView.scene?.rootNode.removeAllParticleSystems()
sceneView.scene?.rootNode.addParticleSystem(particles)
}
}
}
public var earthColor: Colour = .earthColor {
didSet {
if let earthNode = earthNode {
earthNode.geometry?.firstMaterial?.diffuse.contents = earthColor
}
}
}
public var glowColor: Colour = .earthGlow {
didSet {
if let earthNode = earthNode {
earthNode.geometry?.firstMaterial?.emission.contents = glowColor
}
}
}
public var reflectionColor: Colour = .earthReflection {
didSet {
if let earthNode = earthNode {
earthNode.geometry?.firstMaterial?.emission.contents = glowColor
}
}
}
public var glowShininess: CGFloat = 1.0 {
didSet {
if let earthNode = earthNode {
earthNode.geometry?.firstMaterial?.shininess = glowShininess
}
}
}
non-public var dotRadius: CGFloat {
if dotSize > 0 {
return dotSize
}
else {
return 0.01 * CGFloat(earthRadius) / 1.0
}
}
non-public var dotCount = 50000
public init(earthRadius: Double) {//, showProf: Binding<Bool>
self.earthRadius = earthRadius
//self._showProf = showProf
tremendous.init(nibName: nil, bundle: nil)
}
public init(earthRadius: Double, dotCount: Int) {//, showProf: Binding<Bool>
self.earthRadius = earthRadius
self.dotCount = dotCount
//self._showProf = showProf
tremendous.init(nibName: nil, bundle: nil)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been carried out")
}
public override func touchesBegan(_ touches: Set<UITouch>, with occasion: UIEvent?) {
guard let contact = touches.first, contact.view == self.sceneView else {
return
}
let touchLocation = contact.location(in: sceneView)
let hitTestResults = sceneView.hitTest(touchLocation, choices: nil)
let touchLocation3D = sceneView.unprojectPoint(SCNVector3(Float(touchLocation.x), Float(touchLocation.y), 0.0))
print(touchLocation3D)
if let tappedNode = hitTestResults.first?.node {
print(tappedNode)
// Deal with the tapped node
if tappedNode.identify == "NewYorkDot" {
// That is the New York dot, carry out your motion right here
print("Tapped on New York! Place: (tappedNode.place)")
} else if tappedNode.identify == "RegularDot" {
// Deal with different nodes if wanted
print("Tapped on an everyday dot. Place: (tappedNode.place)")
}
}
}
public override func viewDidLoad() {
tremendous.viewDidLoad()
setupScene()
setupParticles()
setupCamera()
setupGlobe()
setupDotGeometry()
}
non-public func setupScene() {
let scene = SCNScene()
sceneView = SCNView(body: view.body)
sceneView.scene = scene
// let tapGesture = UITapGestureRecognizer(goal: self, motion: #selector(handleTap(_:)))
// sceneView.addGestureRecognizer(tapGesture)
sceneView.showsStatistics = true
sceneView.backgroundColor = .clear
sceneView.allowsCameraControl = true
sceneView.isUserInteractionEnabled = true
self.view.addSubview(sceneView)
}
non-public func setupParticles() {
guard let stars = SCNParticleSystem(named: "StarsParticles.scnp", inDirectory: nil) else { return }
stars.isLightingEnabled = false
if sceneView != nil {
sceneView.scene?.rootNode.addParticleSystem(stars)
}
}
non-public func setupCamera() {
self.cameraNode = SCNNode()
cameraNode.digital camera = SCNCamera()
cameraNode.place = SCNVector3(x: 0, y: 0, z: 5)
sceneView.scene?.rootNode.addChildNode(cameraNode)
// let textureMap = generateTextureMap(dots: dotCount, sphereRadius: CGFloat(earthRadius))
// let newYork = CLLocationCoordinate2D(latitude: 44.0682, longitude: -121.3153)
// let newYorkDot = closestDotPosition(to: newYork, in: textureMap)
// var place: SCNVector3?
//
// if let pos = textureMap.first(the place: { $0.x == newYorkDot.x && $0.y == newYorkDot.y }) {
// place = pos.place
// }
// Timer.scheduledTimer(withTimeInterval: 8.0, repeats: false) { _ in
// if let pos = place {
// self.centerCameraOnDot(dotPosition: pos)
// }
// }
}
non-public func setupGlobe() {
self.earthNode = EarthNode(radius: earthRadius, earthColor: earthColor, earthGlow: glowColor, earthReflection: reflectionColor)
sceneView.scene?.rootNode.addChildNode(earthNode)
}
non-public func setupDotGeometry() {
let textureMap = generateTextureMap(dots: dotCount, sphereRadius: CGFloat(earthRadius))
let newYork = CLLocationCoordinate2D(latitude: 44.0682, longitude: -121.3153)
let newYorkDot = closestDotPosition(to: newYork, in: textureMap)
let dotColor = GenericColor(white: 1, alpha: 1)
let oceanColor = GenericColor(cgColor: UIColor.systemRed.cgColor)
let highlightColor = GenericColor(cgColor: UIColor.systemRed.cgColor)
// threshold to find out if the pixel within the earth-dark.jpg represents terrain (0.03 represents rgb(7.65,7.65,7.65), which is nearly black)
let threshold: CGFloat = 0.03
let dotGeometry = SCNSphere(radius: dotRadius)
dotGeometry.firstMaterial?.diffuse.contents = dotColor
dotGeometry.firstMaterial?.lightingModel = SCNMaterial.LightingModel.fixed
let highlightGeometry = SCNSphere(radius: dotRadius)
highlightGeometry.firstMaterial?.diffuse.contents = highlightColor
highlightGeometry.firstMaterial?.lightingModel = SCNMaterial.LightingModel.fixed
let oceanGeometry = SCNSphere(radius: dotRadius)
oceanGeometry.firstMaterial?.diffuse.contents = oceanColor
oceanGeometry.firstMaterial?.lightingModel = SCNMaterial.LightingModel.fixed
var positions = [SCNVector3]()
var dotNodes = [SCNNode]()
var highlightedNode: SCNNode? = nil
for i in 0...textureMap.rely - 1 {
let u = textureMap[i].x
let v = textureMap[i].y
let pixelColor = self.getPixelColor(x: Int(u), y: Int(v))
let isHighlight = u == newYorkDot.x && v == newYorkDot.y
if (isHighlight) {
let dotNode = SCNNode(geometry: highlightGeometry)
dotNode.identify = "NewYorkDot"
dotNode.place = textureMap[i].place
positions.append(dotNode.place)
dotNodes.append(dotNode)
print("myloc (textureMap[i].place)")
highlightedNode = dotNode
} else if (pixelColor.pink < threshold && pixelColor.inexperienced < threshold && pixelColor.blue < threshold) {
let dotNode = SCNNode(geometry: dotGeometry)
dotNode.identify = "Different"
dotNode.place = textureMap[i].place
positions.append(dotNode.place)
dotNodes.append(dotNode)
}
}
DispatchQueue.major.async {
let dotPositions = positions as NSArray
let dotIndices = NSArray()
let supply = SCNGeometrySource(vertices: dotPositions as! [SCNVector3])
let ingredient = SCNGeometryElement(indices: dotIndices as! [Int32], primitiveType: .level)
let pointCloud = SCNGeometry(sources: [source], components: [element])
let pointCloudNode = SCNNode(geometry: pointCloud)
for dotNode in dotNodes {
pointCloudNode.addChildNode(dotNode)
}
self.sceneView.scene?.rootNode.addChildNode(pointCloudNode)
// DispatchQueue.major.asyncAfter(deadline: .now() + 3) {
// if let highlightedNode = highlightedNode {
// self.alignPointToPositiveZ(for: pointCloudNode, targetPoint: highlightedNode.place)
// }
// }
}
}
func centerCameraOnDot(dotPosition: SCNVector3) {
let targetPhi = atan2(dotPosition.x, dotPosition.z)
let targetTheta = asin(dotPosition.y / dotPosition.size())
// Convert spherical coordinates again to Cartesian
let newX = 1 * sin(targetTheta) * sin(targetPhi)
let newY = 1 * cos(targetTheta)
let newZ = 1 * sin(targetTheta) * cos(targetPhi)
let fixedDistance: Float = 6.0
let newCameraPosition = SCNVector3(newX, newY, newZ).normalized().scaled(to: fixedDistance)
let moveAction = SCNAction.transfer(to: newCameraPosition, length: 0.8)
// Create extra actions as wanted
//let rotateAction = SCNAction.rotateBy(x: 0, y: 0, z: 0, length: 0.5)
// Create an array of actions
let sequenceAction = SCNAction.sequence([moveAction])
// Run the sequence motion on the cameraNode
cameraNode.runAction(sequenceAction)
}
func alignPointToPositiveZ(for sphereNode: SCNNode, targetPoint: SCNVector3) {
// Compute normalized vector from Earth's heart to the goal level
let targetDirection = targetPoint.normalized()
// Compute quaternion rotation
let up = SCNVector3(0, 0, 1)
let rotationQuaternion = SCNQuaternion.fromVectorRotate(from: up, to: targetDirection)
sphereNode.orientation = rotationQuaternion
}
typealias MapDot = (place: SCNVector3, x: Int, y: Int)
non-public func generateTextureMap(dots: Int, sphereRadius: CGFloat) -> [MapDot] {
let phi = Double.pi * (sqrt(5) - 1)
var positions = [MapDot]()
for i in 0..<dots {
let y = 1.0 - (Double(i) / Double(dots - 1)) * 2.0 // y is 1 to -1
let radiusY = sqrt(1 - y * y)
let theta = phi * Double(i) // Golden angle increment
let x = cos(theta) * radiusY
let z = sin(theta) * radiusY
let vector = SCNVector3(x: Float(sphereRadius * x),
y: Float(sphereRadius * y),
z: Float(sphereRadius * z))
let pixel = equirectangularProjection(level: Point3D(x: x, y: y, z: z),
imageWidth: 2048,
imageHeight: 1024)
let place = MapDot(place: vector, x: pixel.u, y: pixel.v)
positions.append(place)
}
return positions
}
struct Point3D {
let x: Double
let y: Double
let z: Double
}
struct Pixel {
let u: Int
let v: Int
}
func equirectangularProjection(level: Point3D, imageWidth: Int, imageHeight: Int) -> Pixel {
let theta = asin(level.y)
let phi = atan2(level.x, level.z)
let u = Double(imageWidth) / (2.0 * .pi) * (phi + .pi)
let v = Double(imageHeight) / .pi * (.pi / 2.0 - theta)
return Pixel(u: Int(u), v: Int(v))
}
non-public func distanceBetweenPoints(x1: Int, y1: Int, x2: Int, y2: Int) -> Double {
let dx = Double(x2 - x1)
let dy = Double(y2 - y1)
return sqrt(dx * dx + dy * dy)
}
non-public func closestDotPosition(to coordinate: CLLocationCoordinate2D, in positions: [(position: SCNVector3, x: Int, y: Int)]) -> (x: Int, y: Int) {
let pixelPositionDouble = getEquirectangularProjectionPosition(for: coordinate)
let pixelPosition = (x: Int(pixelPositionDouble.x), y: Int(pixelPositionDouble.y))
let nearestDotPosition = positions.min { p1, p2 in
distanceBetweenPoints(x1: pixelPosition.x, y1: pixelPosition.y, x2: p1.x, y2: p1.y) <
distanceBetweenPoints(x1: pixelPosition.x, y1: pixelPosition.y, x2: p2.x, y2: p2.y)
}
return (x: nearestDotPosition?.x ?? 0, y: nearestDotPosition?.y ?? 0)
}
/// Convert a coordinate to an (x, y) coordinate on the world map picture
non-public func getEquirectangularProjectionPosition(
for coordinate: CLLocationCoordinate2D
) -> CGPoint {
let imageHeight = CGFloat(worldMapImage.top)
let imageWidth = CGFloat(worldMapImage.width)
// Normalize longitude to [0, 360). Longitude in MapKit is [-180, 180)
let normalizedLong = coordinate.longitude + 180
// Calculate x and y positions
let xPosition = (normalizedLong / 360) * imageWidth
// Note: Latitude starts from top, hence the `-` sign
let yPosition = (-(coordinate.latitude - 90) / 180) * imageHeight
return CGPoint(x: xPosition, y: yPosition)
}
private func getPixelColor(x: Int, y: Int) -> (red: CGFloat, green: CGFloat, blue: CGFloat, alpha: CGFloat) {
let data: UnsafePointer<UInt8> = CFDataGetBytePtr(imgData)
let pixelInfo: Int = ((worldMapWidth * y) + x) * 4
let r = CGFloat(data[pixelInfo]) / CGFloat(255.0)
let g = CGFloat(information[pixelInfo + 1]) / CGFloat(255.0)
let b = CGFloat(information[pixelInfo + 2]) / CGFloat(255.0)
let a = CGFloat(information[pixelInfo + 3]) / CGFloat(255.0)
return (r, g, b, a)
}
}
non-public extension Colour {
static var earthColor: Colour {
return Colour(pink: 0.227, inexperienced: 0.133, blue: 0.541)
}
static var earthGlow: Colour {
Colour(pink: 0.133, inexperienced: 0.0, blue: 0.22)
}
static var earthReflection: Colour {
Colour(pink: 0.227, inexperienced: 0.133, blue: 0.541)
}
}
extension SCNVector3 {
func size() -> Float {
return sqrtf(x*x + y*y + z*z)
}
func normalized() -> SCNVector3 {
let len = size()
return SCNVector3(x: x/len, y: y/len, z: z/len)
}
func scaled(to size: Float) -> SCNVector3 {
return SCNVector3(x: x * size, y: y * size, z: z * size)
}
func dot(_ v: SCNVector3) -> Float {
return x * v.x + y * v.y + z * v.z
}
func cross(_ v: SCNVector3) -> SCNVector3 {
return SCNVector3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x)
}
}
extension SCNQuaternion {
static func fromVectorRotate(from begin: SCNVector3, to finish: SCNVector3) -> SCNQuaternion {
let c = begin.cross(finish)
let d = begin.dot(finish)
let s = sqrt((1 + d) * 2)
let invs = 1 / s
return SCNQuaternion(x: c.x * invs, y: c.y * invs, z: c.z * invs, w: s * 0.5)
}
}
typealias GenericControllerRepresentable = UIViewControllerRepresentable
@accessible(iOS 13.0, *)
non-public struct GlobeViewControllerRepresentable: GenericControllerRepresentable {
var particles: SCNParticleSystem? = nil
//@Binding public var showProf: Bool
func makeUIViewController(context: Context) -> GlobeViewController {
let globeController = GlobeViewController(earthRadius: 1.0)//, showProf: $showProf
updateGlobeController(globeController)
return globeController
}
func updateUIViewController(_ uiViewController: GlobeViewController, context: Context) {
updateGlobeController(uiViewController)
}
non-public func updateGlobeController(_ globeController: GlobeViewController) {
globeController.dotSize = CGFloat(0.005)
globeController.enablesParticles = true
if let particles = particles {
globeController.particles = particles
}
}
}
@accessible(iOS 13.0, *)
public struct GlobeView: View {
//@Binding public var showProf: Bool
public var physique: some View {
GlobeViewControllerRepresentable()//showProf: $showProf
}
}
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