I have a simple SCNNode that is placed in a real-world position, the node corresponds to a landmark with known coordinates. In terms of the user, I want the SCNNode to have the same size despite the distance changing between the location of the node and the user/ARcamera. Here is my code so far, it is a very crude way to calculate the scale based on the distance.
func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
self.updateScaleOfNodes(node: nodeAdded, fromPointOfView: self.sceneView.pointOfView!)
}
func updateScaleOfNodes(node: SCNNode, fromPointOfView pointofView: SCNNode){
//Find the 3D objects position
let nodePosition = SCNVector3ToGLKVector3(node.worldPosition)
//Find the cameras current position
let currentCameraPosition = SCNVector3ToGLKVector3(pointofView.worldPosition)
//Find the distance between camera and 3D object
let distanceBetweenCameraAndNode = GLKVector3Distance(nodePosition, currentCameraPosition)
self.locationAcc.isHidden = false
let distance_test = "Distance between camera and node:" + String(distanceBetweenCameraAndNode)
self.locationAcc.text = distance_test
//180 metres
//NOTE: Do not calculate delta distance between node and current position because that focuses on the size of each step rather than how far away your current position is from the node
//Begin animation
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.3
//Multiply distance by scaling factor
//Each metre you walk away the node scales down by 1cm
let scale:Float = 1/1000 * distanceBetweenCameraAndNode
//Calculate the scale difference (moving closer will make node larger)
let scaleDiff:Float = 1 - scale
//Assign the scale to 3D object
node.scale = SCNVector3(scaleDiff * Float(scale_W), scaleDiff * Float(scale_H), scaleDiff * Float(scale_l))
SCNTransaction.commit()
}
When I have tested this code, I have found some objects tend to work well where others do not. Is there a better solution that can be applied to all objects of different dimensions? I have looked into a solution using the field of view, but I'm not really sure if it is a better solution than this. Any recommendations and advice would be greatly appreciated.
Thanks in advance