I want to create a sample application that allows the user to get information about continents on a globe when they tap on them. In order to do this, I need to figure out the location where a user taps on an SCNSphere object in a scene (SceneKit). I attempted to do it like this:
import UIKit
import SceneKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
/* Lighting and camera added (hidden)*/
let earthNode = SCNSphere(radius: 1)
/* Added styling to the Earth (hidden)*/
earthNode.name = "Earth"
scene.rootNode.addChildNode(earthNode)
let sceneView = self.view as! SCNView
sceneView.scene = scene
sceneView.allowsCameraControl = true
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
sceneView.addGestureRecognizer(tapGesture)
}
@objc func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let sceneView = self.view as! SCNView
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = sceneView.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result: SCNHitTestResult = hitResults[0]
print(result.node.name!)
print("x: \(p.x) y: \(p.y)") // <--- THIS IS WHERE I PRINT THE COORDINATES
}
}
}
When I actually run this code however and click on an area on my sphere, it prints out the coordinates of the tap on the screen instead of where I tapped on the sphere. For example, the coordinates are the same when I tap on the center of the sphere, and when I tap it in the center again after rotating the sphere.
I want to know where on the actual sphere I pressed, not just where I click on the screen. What is the best way that I should go about this problem?