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import SceneKit | |
struct SceneKitBoundingBox { | |
let backLeftTop: SCNVector3 | |
let backLeftBottom: SCNVector3 | |
let backRightTop: SCNVector3 | |
let backRightBottom: SCNVector3 | |
let frontLeftTop: SCNVector3 | |
let frontLeftBottom: SCNVector3 | |
let fromRightTop: SCNVector3 | |
let fromRightBottom: SCNVector3 | |
init(min: SCNVector3, max: SCNVector3) { | |
self.backLeftTop = SCNVector3(min.x, min.y, max.z) | |
self.backLeftBottom = SCNVector3(min.x, min.y, min.z) | |
self.backRightTop = SCNVector3(max.x, min.y, max.z) | |
self.backRightBottom = SCNVector3(max.x, min.y, min.z) | |
self.frontLeftTop = SCNVector3(min.x, max.y, max.z) | |
self.frontLeftBottom = SCNVector3(min.x, max.y, min.z) | |
self.fromRightTop = SCNVector3(max.x, max.y, max.z) | |
self.fromRightBottom = SCNVector3(max.x, max.y, min.z) | |
} | |
} | |
func convertToScreen(coord: SCNVector3, fromNode: SCNNode) -> CGPoint { | |
let converted: SCNVector3 = fromNode.convertPosition(coord, to: nil) | |
let projectedPoint: SCNVector3 = self.sceneView.projectPoint(converted) | |
let point = CGPoint( | |
x: CGFloat(projectedPoint.x), | |
y: CGFloat(projectedPoint.y) | |
) | |
return point | |
} | |
struct ScreenBoundingBox { | |
let backLeftTop: CGPoint | |
let backLeftBottom: CGPoint | |
let backRightTop: CGPoint | |
let backRightBottom: CGPoint | |
let frontLeftTop: CGPoint | |
let frontLeftBottom: CGPoint | |
let fromRightTop: CGPoint | |
let fromRightBottom: CGPoint | |
init(boundingBox: SceneKitBoundingBox, fromNode: SCNNode, convertToScreen: (SCNVector3, SCNNode) -> CGPoint) { | |
self.backLeftTop = convertToScreen(boundingBox.backLeftTop, fromNode) | |
self.backLeftBottom = convertToScreen(boundingBox.backLeftBottom, fromNode) | |
self.backRightTop = convertToScreen(boundingBox.backRightTop, fromNode) | |
self.backRightBottom = convertToScreen(boundingBox.backRightBottom, fromNode) | |
self.frontLeftTop = convertToScreen(boundingBox.frontLeftTop, fromNode) | |
self.frontLeftBottom = convertToScreen(boundingBox.frontLeftBottom, fromNode) | |
self.fromRightTop = convertToScreen(boundingBox.fromRightTop, fromNode) | |
self.fromRightBottom = convertToScreen(boundingBox.fromRightBottom, fromNode) | |
} | |
private var points: [CGPoint] { | |
return [ | |
self.backLeftTop, | |
self.backLeftBottom, | |
self.backRightTop, | |
self.backRightBottom, | |
self.frontLeftTop, | |
self.frontLeftBottom, | |
self.fromRightTop, | |
self.fromRightBottom, | |
] | |
} | |
var minX: CGPoint { | |
return self.points.min(by: { $0.x < $1.x })! | |
} | |
var maxX: CGPoint { | |
return self.points.max(by: { $0.x < $1.x })! | |
} | |
var minY: CGPoint { | |
return self.points.min(by: { $0.y < $1.y })! | |
} | |
var maxY: CGPoint { | |
return self.points.max(by: { $0.y < $1.y })! | |
} | |
} | |
private func fixFieldOfView() { | |
guard let scene: SCNScene = self.scene else { return } | |
if let firstChild: SCNNode = scene.rootNode.childNodes.first { | |
let boundingBox = firstChild.boundingBox | |
let fullBoundingBox = SceneKitBoundingBox(min: boundingBox.min, max: boundingBox.max) | |
let screenBoundingBox = ScreenBoundingBox( | |
boundingBox: fullBoundingBox, | |
fromNode: firstChild, | |
convertToScreen: self.convertToScreen(coord:fromNode:) | |
) | |
let minX: CGFloat = screenBoundingBox.minX.x | |
let maxX: CGFloat = screenBoundingBox.maxX.x | |
let minY: CGFloat = screenBoundingBox.minY.y | |
let maxY: CGFloat = screenBoundingBox.maxY.y | |
print("minX: \(minX) - maxX: \(maxX)") | |
print("minY: \(minY) - maxY: \(maxY)") | |
let totalWidth: CGFloat = (maxX - minX) | |
let scaleX = totalWidth / self.screenWidth | |
print("totalWidth: \(totalWidth) - screenWidth: \(self.screenWidth) - scaleX: \(scaleX)") | |
if let cameraNode = self.sceneView.pointOfView, let camera = cameraNode.camera { | |
let fieldOfView = String(format: "%.3f", camera.fieldOfView) | |
print("camera: \(camera) - fieldOfView: \(fieldOfView) - position: \(cameraNode.position)") | |
if scaleX > 1 { | |
let fieldOfView: CGFloat = camera.fieldOfView | |
let newFieldOfView: CGFloat = fieldOfView / (1.0 / scaleX) | |
camera.fieldOfView = newFieldOfView | |
print("fieldOfView: \(fieldOfView) - newFieldOfView: \(newFieldOfView)") | |
} | |
} | |
} | |
DispatchQueue.main.async(execute: { | |
self.sceneView.alpha = 1 | |
}) | |
} |
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