I'm attempting to emulate ARKit but using the device's front camera instead of the back one (and not restricted to iPhone X). So far I've managed to set up a simple scene with just a 3D model loaded in front of a SCNCamera and thanks to the snippet provided by Travis in this answer managed to orientate the SCNCamera according to the attitude of the device.
However, I still need translate the camera based on the device's movement so that I can visualize the object from different angles and "zoom" to it; and I can't figure out which data should I use. Is it the userAcceleration
from the CMDeviceMotion
object? I've noticed by logging that even if I keep the device relatively quiet I get some non-zero values for the components of the acceleration. Any hint or lead on how to approach this is truly appreciated.
Here's the basic code I've got so far:
class ViewController: UIViewController {
@IBOutlet weak var sceneView: SCNView!
private let cameraNode = SCNNode()
private var ringNode: SCNNode!
private let motionManager = CMMotionManager()
override func viewDidLoad() {
super.viewDidLoad()
setupScene()
setupMotionManager()
}
private func setupScene() {
let objScene = SCNScene(named: "art.scnassets/ring.obj")!
ringNode = objScene.rootNode.childNode(withName: "ring", recursively: true)
ringNode.applyUniformScale(0.003)
ringNode.position = SCNVector3(x: 0, y: 0, z: -5)
let scene = SCNScene()
scene.rootNode.addChildNode(ringNode)
// create and add a camera to the scene
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 0)
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = UIColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
sceneView.scene = scene
}
private func setupMotionManager() {
if motionManager.isDeviceMotionAvailable {
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
motionManager.startDeviceMotionUpdates(to: OperationQueue(), withHandler: { (motion, error) in
if let motion = motion {
self.cameraNode.orientation = motion.gaze(atOrientation: .portrait)
let acc = motion.userAcceleration
print("Acc: \(accDescription(acc))")
}
})
}
}