in order to study ARKit and SceneKit I'm writing a simple app which should do 2 things:
place an airplane in a 3d world
animate this plane in order to make this plane fly in a circular way (I'll be happy if I can make fly this airplane in a square path).
Now, I'm stuck on the second point, animate the plane.
I tried different approaches but not successful.
First try: Animate using "sequanceAction", but as you can you can see from the following code the plane first move to X that rotate(Yaxes) and than move in Z (the animation is very ugly).
func animataAirplane(nodeToAnimate: SCNNode){
let moveinx = SCNAction.move(to: SCNVector3(nodeToAnimate.position.x 1,nodeToAnimate.position.y,nodeToAnimate.position.z), duration: 2)
let rotateRight = SCNAction.rotate(by: deg2rad(-90), around: SCNVector3(0, 1, 0), duration: 1)
let moveinz = SCNAction.move(to: SCNVector3(nodeToAnimate.position.x 1,nodeToAnimate.position.y,nodeToAnimate.position.z 1), duration: 2)
let sequanceAction = SCNAction.sequence([moveinx, rotateRight, moveinz])
nodeToAnimate.runAction(sequenceAction)
}
what I want is overly the animations, almost at the end of the moveX action start the rotation action and moveinZ, in order to give the illusion of a real plane turn.
Is that possible? I'm looking for someone point me in the right direction what I should look .
My second approach was try "CAKeyframeAnimation":
But I can't find exactly how to combine this animation:
func animatePlaneKey(nodeToAnimate: SCNNode){
let pos = nodeToAnimate.position
let animation = CAKeyframeAnimation(keyPath: "position")
let pos1 = SCNVector3(pos.x, pos.y, pos.z)
let pos2 = SCNVector3(pos.x 1 , pos.y, pos.z)
let pos3 = SCNVector3(pos.x 1 , pos.y, pos.z 1)
animation.values = [pos1,pos2, pos3]
animation.keyTimes = [0,0.5,1]
animation.calculationMode = .linear
animation.duration = 10
animation.repeatCount = 1
animation.isAdditive = true
let animation2 = CAKeyframeAnimation(keyPath: "rotation")
let pos1rot = SCNVector3(nodeToAnimate.eulerAngles.x, nodeToAnimate.eulerAngles.y, nodeToAnimate.eulerAngles.z)
let pos2rot = SCNVector3(nodeToAnimate.eulerAngles.x Float(deg2rad(90)), nodeToAnimate.eulerAngles.y Float(deg2rad(90)), nodeToAnimate.eulerAngles.z Float(deg2rad(90)))
animation2.values = [pos1rot,pos2rot]
animation2.keyTimes = [0,1]
animation2.duration = 2
animation2.repeatCount = 1
animation2.isAdditive = true
nodeToAnimate.addAnimation(animation, forKey: "position")
nodeToAnimate.addAnimation(animation2, forKey: "rotation")
}
Will be happy if someone can point me in the right direction in order to simulate this fly animation.
Thanks a lot.
CodePudding user response:
Here's a working version of your code:
func animatePlaneKey(nodeToAnimate: SCNNode) {
let pos = nodeToAnimate.position
let animation = CAKeyframeAnimation(keyPath: "position")
let pos1 = SCNVector3(pos.x, pos.y, pos.z)
let pos2 = SCNVector3(pos.x 1 , pos.y, pos.z)
let pos3 = SCNVector3(pos.x 1 , pos.y, pos.z 1)
animation.values = [pos1,pos2, pos3]
animation.keyTimes = [0,0.5,1]
animation.calculationMode = .linear
animation.duration = 10
animation.repeatCount = 1
animation.isAdditive = true
let animation2 = CAKeyframeAnimation(keyPath: "rotation")
let pos1rot = SCNVector4(0, 0, 0, 0)
let pos2rot = SCNVector4(0, 1, 0, CGFloat(Float.pi/2))
animation2.values = [pos1rot, pos2rot]
animation2.keyTimes = [0, 1]
animation2.duration = 20
animation2.repeatCount = 1
animation2.isAdditive = true
nodeToAnimate.addAnimation(animation, forKey: "position")
nodeToAnimate.addAnimation(animation2, forKey: "spin around")
}