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SK3DNode hitTest not working in SpriteKit/SceneKit
I have this minimum repro code: import SpriteKit import GameplayKit class MyGameScene3D: SCNScene { weak var node3D: MyNode3D! override init() { super.init() background.contents = UIColor.green let playground = SCNNode() playground.boundingBox = ( min: SCNVector3(x: 0, y: 0, z: 0), max: SCNVector3(x: 10, y: 10, z: 10)) let box = SCNNode(geometry: SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0)) box.position = SCNVector3(x: 5, y: 5, z: 5) playground.addChildNode(box) playground.position = SCNVector3(x: 0, y: 0, z: 0) rootNode.addChildNode(playground) let light = SCNLight() light.type = .ambient let lightNode = SCNNode() lightNode.light = light rootNode.addChildNode(lightNode) let camera = SCNCamera() let cameraNode = SCNNode() cameraNode.camera = camera cameraNode.eulerAngles = SCNVector3(x: -3.14/2, y: 0, z: 0) cameraNode.position = SCNVector3(x: 5, y: 11, z: 5) rootNode.addChildNode(cameraNode) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } func handleTouchBegan(_ location: CGPoint) { let res = node3D.hitTest(location) print(res) } } class MyNode3D: SK3DNode { override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { let touch = touches.first! let scene = scnScene as! MyGameScene3D let location = touch.location(in: self) print(location) scene.handleTouchBegan(location) } } class GameScene: SKScene { init() { super.init(size: CGSize(width: 500, height: 1000)) self.backgroundColor = .red let node3D = MyNode3D() let scene3D = MyGameScene3D() node3D.scnScene = scene3D scene3D.node3D = node3D node3D.isUserInteractionEnabled = true node3D.viewportSize = CGSize(width: 100, height: 200) node3D.position = CGPoint(x: 50, y: 100) addChild(node3D) let up = SKSpriteNode(color: .blue, size: CGSize(width: 500, height: 10)) up.anchorPoint = CGPoint(x: 0, y:0) up.position = CGPoint(x:0, y:200) addChild(up) let right = SKSpriteNode(color: .gray, size: CGSize(width: 10, height: 500)) right.anchorPoint = CGPoint(x:0,y: 0) right.position = CGPoint(x:100, y:0) addChild(right) } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } } Basically, I have a SK3DNode of size 100x200, positioned at lower left corner of the screen (see screenshot below). Then in this SK3DNode, I have a SCNScene, where I put a 10x10x10 Playground node at position (0, 0, 0). Then I put a camera node right at the top of the Playground at position (5, 11, 5), and the camera looks down along the -y axis, with euler angle = (-90, 0, 0). Then in this Playground, I put a small box of size 1x1x1, at the center of the Playground at (5, 5, 5). The 2 long bars (gray & blue) are just there to indicate the boundary of the SK3DNode. The result rendering is correct (see screenshot below). However, I can't get the hit test working. I tap on the center 1x1x1 box on screen, get the right coordinate printed out, but the hit test result is empty. I want to be get the center 1x1x1 box when hitting there. How can I do so? Update: I tried to loop through all the pixels from -2000 to 2000, and still no hit: func handleTouchBegan(_ location: CGPoint) { for x in -2000...2000 { print("handling x: \(x)") for y in -2000...2000 { let res = node3D.hitTest(location) if !res.isEmpty { print("\(x), \(y), \(res)") } } } print("Done") }
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