Weird Scenekit camera rotation and translation












0















I'm trying to animate between two camera positions using the point of view node.



I want the animation to mimic the animation I get when I click and drag the orbit arc ball camera controller, which is a very short route most of the time.



As you can see in the movie below, the animation looks weird. It takes big detours. Sometimes out of the viewport.



Is it a gimbal lock situation? I get the same results whether I'm using rotation, eulerAngles or just set the transform. You can see my various attempts commented out in the code below



enter image description here



Here's the entire code :



import Cocoa
import SceneKit
class ViewController: NSViewController {

@IBOutlet weak var scnView: SCNView!
@IBOutlet weak var button: NSButton!

var secondaryPov : SCNNode!

var phoneNode : SCNNode!

var destination : SCNNode!

override func viewDidLoad() {
super.viewDidLoad()

guard let scn = SCNScene(named: "TestScene.scnassets/TestScene.scn") else {
print("couldnt load the scene")
fatalError()
}

scnView.scene = scn

phoneNode = scn.rootNode.childNode(withName: "box", recursively: true)

scnView.allowsCameraControl = true
scnView.defaultCameraController.interactionMode = .orbitArcball

print(scnView.pointOfView)
}

@IBAction func button(_ sender: Any) {
print("bushed")
print("point of view is now ")
print(scnView.pointOfView)

destination = SCNNode()
destination.position = scnView.pointOfView!.position
destination.rotation = scnView.pointOfView!.rotation

}

@IBAction func play(_ sender: Any) {
let pov = scnView.pointOfView!

SCNTransaction.begin()
SCNTransaction.animationDuration = 3
pov.transform = destination.transform
SCNTransaction.commit()


// A few other things I've tried


// Also tried this. Rotation still weird, and I don't want to lock the object in the middle
// let lookAt = SCNLookAtConstraint(target: phoneNode)
// lookAt.isGimbalLockEnabled = false
// pov.constraints = [lookAt]


// This seems to produce the same results
// let rotationAction = SCNAction.rotateTo(x: destination.eulerAngles.x, y: destination.eulerAngles.y, z: destination.eulerAngles.z, duration: 1, usesShortestUnitArc: true)
// let positionAction = SCNAction.move(to: destination.position, duration: 1)
// let group = SCNAction.group([rotationAction, positionAction])
// pov.runAction(group)



// Same weird rotation
// SCNTransaction.begin()
// pov.pivot = phoneNode.pivot
// SCNTransaction.animationDuration = 3
// pov.position = destination.position
// pov.rotation = destination.rotation
// SCNTransaction.commit()


}


}










share|improve this question





























    0















    I'm trying to animate between two camera positions using the point of view node.



    I want the animation to mimic the animation I get when I click and drag the orbit arc ball camera controller, which is a very short route most of the time.



    As you can see in the movie below, the animation looks weird. It takes big detours. Sometimes out of the viewport.



    Is it a gimbal lock situation? I get the same results whether I'm using rotation, eulerAngles or just set the transform. You can see my various attempts commented out in the code below



    enter image description here



    Here's the entire code :



    import Cocoa
    import SceneKit
    class ViewController: NSViewController {

    @IBOutlet weak var scnView: SCNView!
    @IBOutlet weak var button: NSButton!

    var secondaryPov : SCNNode!

    var phoneNode : SCNNode!

    var destination : SCNNode!

    override func viewDidLoad() {
    super.viewDidLoad()

    guard let scn = SCNScene(named: "TestScene.scnassets/TestScene.scn") else {
    print("couldnt load the scene")
    fatalError()
    }

    scnView.scene = scn

    phoneNode = scn.rootNode.childNode(withName: "box", recursively: true)

    scnView.allowsCameraControl = true
    scnView.defaultCameraController.interactionMode = .orbitArcball

    print(scnView.pointOfView)
    }

    @IBAction func button(_ sender: Any) {
    print("bushed")
    print("point of view is now ")
    print(scnView.pointOfView)

    destination = SCNNode()
    destination.position = scnView.pointOfView!.position
    destination.rotation = scnView.pointOfView!.rotation

    }

    @IBAction func play(_ sender: Any) {
    let pov = scnView.pointOfView!

    SCNTransaction.begin()
    SCNTransaction.animationDuration = 3
    pov.transform = destination.transform
    SCNTransaction.commit()


    // A few other things I've tried


    // Also tried this. Rotation still weird, and I don't want to lock the object in the middle
    // let lookAt = SCNLookAtConstraint(target: phoneNode)
    // lookAt.isGimbalLockEnabled = false
    // pov.constraints = [lookAt]


    // This seems to produce the same results
    // let rotationAction = SCNAction.rotateTo(x: destination.eulerAngles.x, y: destination.eulerAngles.y, z: destination.eulerAngles.z, duration: 1, usesShortestUnitArc: true)
    // let positionAction = SCNAction.move(to: destination.position, duration: 1)
    // let group = SCNAction.group([rotationAction, positionAction])
    // pov.runAction(group)



    // Same weird rotation
    // SCNTransaction.begin()
    // pov.pivot = phoneNode.pivot
    // SCNTransaction.animationDuration = 3
    // pov.position = destination.position
    // pov.rotation = destination.rotation
    // SCNTransaction.commit()


    }


    }










    share|improve this question



























      0












      0








      0








      I'm trying to animate between two camera positions using the point of view node.



      I want the animation to mimic the animation I get when I click and drag the orbit arc ball camera controller, which is a very short route most of the time.



      As you can see in the movie below, the animation looks weird. It takes big detours. Sometimes out of the viewport.



      Is it a gimbal lock situation? I get the same results whether I'm using rotation, eulerAngles or just set the transform. You can see my various attempts commented out in the code below



      enter image description here



      Here's the entire code :



      import Cocoa
      import SceneKit
      class ViewController: NSViewController {

      @IBOutlet weak var scnView: SCNView!
      @IBOutlet weak var button: NSButton!

      var secondaryPov : SCNNode!

      var phoneNode : SCNNode!

      var destination : SCNNode!

      override func viewDidLoad() {
      super.viewDidLoad()

      guard let scn = SCNScene(named: "TestScene.scnassets/TestScene.scn") else {
      print("couldnt load the scene")
      fatalError()
      }

      scnView.scene = scn

      phoneNode = scn.rootNode.childNode(withName: "box", recursively: true)

      scnView.allowsCameraControl = true
      scnView.defaultCameraController.interactionMode = .orbitArcball

      print(scnView.pointOfView)
      }

      @IBAction func button(_ sender: Any) {
      print("bushed")
      print("point of view is now ")
      print(scnView.pointOfView)

      destination = SCNNode()
      destination.position = scnView.pointOfView!.position
      destination.rotation = scnView.pointOfView!.rotation

      }

      @IBAction func play(_ sender: Any) {
      let pov = scnView.pointOfView!

      SCNTransaction.begin()
      SCNTransaction.animationDuration = 3
      pov.transform = destination.transform
      SCNTransaction.commit()


      // A few other things I've tried


      // Also tried this. Rotation still weird, and I don't want to lock the object in the middle
      // let lookAt = SCNLookAtConstraint(target: phoneNode)
      // lookAt.isGimbalLockEnabled = false
      // pov.constraints = [lookAt]


      // This seems to produce the same results
      // let rotationAction = SCNAction.rotateTo(x: destination.eulerAngles.x, y: destination.eulerAngles.y, z: destination.eulerAngles.z, duration: 1, usesShortestUnitArc: true)
      // let positionAction = SCNAction.move(to: destination.position, duration: 1)
      // let group = SCNAction.group([rotationAction, positionAction])
      // pov.runAction(group)



      // Same weird rotation
      // SCNTransaction.begin()
      // pov.pivot = phoneNode.pivot
      // SCNTransaction.animationDuration = 3
      // pov.position = destination.position
      // pov.rotation = destination.rotation
      // SCNTransaction.commit()


      }


      }










      share|improve this question
















      I'm trying to animate between two camera positions using the point of view node.



      I want the animation to mimic the animation I get when I click and drag the orbit arc ball camera controller, which is a very short route most of the time.



      As you can see in the movie below, the animation looks weird. It takes big detours. Sometimes out of the viewport.



      Is it a gimbal lock situation? I get the same results whether I'm using rotation, eulerAngles or just set the transform. You can see my various attempts commented out in the code below



      enter image description here



      Here's the entire code :



      import Cocoa
      import SceneKit
      class ViewController: NSViewController {

      @IBOutlet weak var scnView: SCNView!
      @IBOutlet weak var button: NSButton!

      var secondaryPov : SCNNode!

      var phoneNode : SCNNode!

      var destination : SCNNode!

      override func viewDidLoad() {
      super.viewDidLoad()

      guard let scn = SCNScene(named: "TestScene.scnassets/TestScene.scn") else {
      print("couldnt load the scene")
      fatalError()
      }

      scnView.scene = scn

      phoneNode = scn.rootNode.childNode(withName: "box", recursively: true)

      scnView.allowsCameraControl = true
      scnView.defaultCameraController.interactionMode = .orbitArcball

      print(scnView.pointOfView)
      }

      @IBAction func button(_ sender: Any) {
      print("bushed")
      print("point of view is now ")
      print(scnView.pointOfView)

      destination = SCNNode()
      destination.position = scnView.pointOfView!.position
      destination.rotation = scnView.pointOfView!.rotation

      }

      @IBAction func play(_ sender: Any) {
      let pov = scnView.pointOfView!

      SCNTransaction.begin()
      SCNTransaction.animationDuration = 3
      pov.transform = destination.transform
      SCNTransaction.commit()


      // A few other things I've tried


      // Also tried this. Rotation still weird, and I don't want to lock the object in the middle
      // let lookAt = SCNLookAtConstraint(target: phoneNode)
      // lookAt.isGimbalLockEnabled = false
      // pov.constraints = [lookAt]


      // This seems to produce the same results
      // let rotationAction = SCNAction.rotateTo(x: destination.eulerAngles.x, y: destination.eulerAngles.y, z: destination.eulerAngles.z, duration: 1, usesShortestUnitArc: true)
      // let positionAction = SCNAction.move(to: destination.position, duration: 1)
      // let group = SCNAction.group([rotationAction, positionAction])
      // pov.runAction(group)



      // Same weird rotation
      // SCNTransaction.begin()
      // pov.pivot = phoneNode.pivot
      // SCNTransaction.animationDuration = 3
      // pov.position = destination.position
      // pov.rotation = destination.rotation
      // SCNTransaction.commit()


      }


      }







      3d rotation scenekit






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 25 '18 at 14:15







      Morten J

















      asked Nov 25 '18 at 11:40









      Morten JMorten J

      362617




      362617
























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