Simultaneous Gestures

My goal was to have a 3D scene where you can rotate, pinch and laterally move the camera left/right and up/down without removing both fingers from the screen. So while you are pinching for example, you can lift just one finger and then continue to rotate the scene. Simultaneous gestures was the solution to a point. About every second or third pinch, the scene would disappear completely. I think that is due to a bug where occasionally the pinch velocity would return nan or inf. After putting in a test for these conditions, the goal was achived.I have borrowed from the 3D Apple Games tutorial to smooth out the motions. There are four gestures, two pan, one pinch and one tap.

//

import UIKit
import SceneKit

class GameViewController: UIViewController, UIGestureRecognizerDelegate { // need delegate

var scnView = SCNView()
var scene = SCNScene()

//// camera
let camera = SCNCamera()
let cameraNode = SCNNode()
var cameraOrbitFinal = SCNNode() // final position of camera (smooth transition)
let cameraOrbitStart = SCNNode() // start position of camera

//// pan camera limits
var widthAngle: Float = 0.87 // initial angles
var heightAngle: Float = 0.20
var lastWidthAngle: Float = 0.87 /// in radians
var lastHeightAngle: Float = 0.20
var maxHeightAngleXUp: Float = 0.40  // up/down limits
var maxHeightAngleXDown: Float = 0.05

//// camera zoom limits
var cameraZoomScaleMax = 15.0
var cameraZoomScaleMin = 5.0
var cameraCurrentZoomScale = 10.0

//// camera limits up/down, left/right
var lastPositionX: Float = 0.0
var lastPositionY: Float = 0.0
var maxXPositionRight: Float = 4.0
var maxXPositionLeft: Float = -4.0
var maxYPositionUp: Float = 3.0
var maxYPositionDown: Float = -3.0

////// original settings, double tap to reset
var originalCameraZoomScale: Double!
var originalWidthAngle: Float!
var originalHeightAngle: Float!
var originalPositionX: Float!
var originalPositionY: Float!

/////// position of cameraOrbitNode, starts at center of scene
var positionX: Float = 0.0
var positionY: Float = 0.0

override func viewDidLoad() {
    super.viewDidLoad()
    
    scnView = self.view as! SCNView
    scnView.scene = scene
    scnView.delegate = self
    
    cameraNode.camera = camera
    cameraNode.position = SCNVector3(x: 0, y: 0, z: Float(cameraCurrentZoomScale))
    cameraOrbitStart.position = cameraNode.position
    
    //initial camera selfie stick setup
    cameraOrbitFinal.addChildNode(cameraNode)
    cameraOrbitFinal.position = SCNVector3(x: 0, y: 0, z: 0)
    cameraOrbitFinal.eulerAngles.y = Float(-2 * M_PI) * lastWidthAngle // initial view angle around y
    cameraOrbitFinal.eulerAngles.x = Float(-M_PI) * lastHeightAngle // initial view angle around x
    cameraOrbitStart.eulerAngles.x = cameraOrbitFinal.eulerAngles.x
    cameraOrbitStart.eulerAngles.y = cameraOrbitFinal.eulerAngles.y
    scene.rootNode.addChildNode(cameraOrbitFinal)
    scene.rootNode.addChildNode(cameraOrbitStart)
    
    //// set original positions and camera angle, double tap to reset
    originalCameraZoomScale = cameraCurrentZoomScale
    originalWidthAngle = widthAngle
    originalHeightAngle = heightAngle
    originalPositionX = positionX
    originalPositionY = positionY
    
    /////// a blue box
    let boxSize: CGFloat = 1.0
    let box = SCNBox(width: boxSize, height: boxSize, length: boxSize, chamferRadius: 0.0)
    let boxNode = SCNNode(geometry: box)
    scene.rootNode.addChildNode(boxNode)
    box.firstMaterial?.diffuse.contents = UIColor.blue
    
    ///// add omni light
    let omniLight = SCNLight()
    omniLight.type = SCNLight.LightType.omni
    let omniLightNode = SCNNode()
    omniLightNode.light = omniLight
    omniLightNode.position = SCNVector3(x: -2.0, y: 5, z: 10.0)
    cameraOrbitFinal.addChildNode(omniLightNode) // add light to camera orbit node
    
    ////// add gestures
    let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.panGestureRecognized(gesture:)) )
    panGesture.delegate = self //// needed for simultaneous gestures
    self.view.addGestureRecognizer(panGesture)
    
    let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(self.pinchGestureRecognized(gesture:)) )
    pinchGesture.delegate = self //// needed for simultaneous gestures
    self.view.addGestureRecognizer(pinchGesture)
    
    let lateralGesture = UIPanGestureRecognizer(target: self, action: #selector(self.lateralGestureRecognized(gesture:)) )
    lateralGesture.delegate = self //// needed for simultaneous gestures
    self.view.addGestureRecognizer(lateralGesture)
    
    let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.tapGestureRecognized(gesture:)) )
    tapGesture.delegate = self
    tapGesture.numberOfTapsRequired = 2
    self.view.addGestureRecognizer(tapGesture)
    
    scnView.isPlaying = true // keeps render delegate running for smoother transitions
    
}

///////// enable simultaneous gestures
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
    return true
}

/////////////////////////////////////////////////
/////////////////////////////////////////////////
 /// gestures


func panGestureRecognized(gesture: UIPanGestureRecognizer) {
    if gesture.numberOfTouches == 1 {
        let translation = gesture.translation(in: gesture.view!)
        
        widthAngle = Float(translation.x) / Float(gesture.view!.frame.size.width) + lastWidthAngle
        heightAngle = Float(translation.y) / Float(gesture.view!.frame.size.height) + lastHeightAngle
        
        //  limits
        if (heightAngle >= maxHeightAngleXUp ) {
            heightAngle = maxHeightAngleXUp
            lastHeightAngle = heightAngle
            ///// reset translation when at max height so finger slide reacts immediately
            gesture.setTranslation(CGPoint(x: translation.x, y: 0.0), in: self.view)
        }
        if (heightAngle <= maxHeightAngleXDown ) {
            heightAngle = maxHeightAngleXDown
            lastHeightAngle = heightAngle
            ///// reset translation when at min height so finger slide reacts immediately
            gesture.setTranslation(CGPoint(x: translation.x, y: 0.0), in: self.view)
        }
        //// rotate camera smootly to new angle
        cameraOrbitStart.eulerAngles.y = Float(-2 * M_PI) * widthAngle
        cameraOrbitStart.eulerAngles.x = Float(-M_PI) * heightAngle
    }
    else { // when gesture ends or another finger touches screen, save the rotation
        gesture.setTranslation(CGPoint(x: 0.0, y: 0.0), in: self.view)
        lastWidthAngle = widthAngle
        lastHeightAngle = heightAngle
    }
}

func pinchGestureRecognized(gesture: UIPinchGestureRecognizer) {
    if gesture.numberOfTouches == 2 {
        var pinchVelocity = Double(gesture.velocity)
        
        ///// error check on multiple simultaneous gestures bug
        if (pinchVelocity.isNaN) || (pinchVelocity.isInfinite) {
            pinchVelocity = 0.0
        }
        
        cameraCurrentZoomScale  -= pinchVelocity / 10.0
        if cameraCurrentZoomScale <= cameraZoomScaleMin {
            cameraCurrentZoomScale = cameraZoomScaleMin
        }
        if cameraCurrentZoomScale >= cameraZoomScaleMax {
            cameraCurrentZoomScale = cameraZoomScaleMax
        }
        
        /////// move camera along selfie stick
        cameraOrbitStart.position = SCNVector3(x: positionX, y: positionY, z: Float(cameraCurrentZoomScale))
    }
}

func lateralGestureRecognized(gesture: UIPanGestureRecognizer) {
    if gesture.numberOfTouches == 2 {
        
        let translation = gesture.translation(in: gesture.view!)
        positionX = Float((-translation.x / 30.0)) + lastPositionX
        positionY = Float((translation.y / 30.0)) + lastPositionY
        
        if positionX >= maxXPositionRight {
            ///// reset translation when at max so finger slide reacts immediately
           gesture.setTranslation(CGPoint(x: 0.0, y: translation.y), in: self.view)
            lastPositionX = maxXPositionRight
            positionX = maxXPositionRight
        }
        if positionX <= maxXPositionLeft {
            gesture.setTranslation(CGPoint(x: 0.0, y: translation.y), in: self.view)
            lastPositionX = maxXPositionLeft
            positionX = maxXPositionLeft
        }
        if positionY <= maxYPositionDown {
            gesture.setTranslation(CGPoint(x: translation.x, y: 0.0), in: self.view)
            lastPositionY = maxYPositionDown
            positionY = maxYPositionDown
        }
        if positionY >= maxYPositionUp {
            gesture.setTranslation(CGPoint(x: translation.x, y: 0.0), in: self.view)
            lastPositionY = maxYPositionUp
            positionY = maxYPositionUp
        }
        
        /////// move camera laterally up/down or left/right
        cameraOrbitStart.position = SCNVector3(x: positionX, y: positionY, z: Float(cameraCurrentZoomScale))
        
    }
    else {  // when gesture ends or a finger is lifted, save the position
        gesture.setTranslation(CGPoint(x: 0.0, y: 0.0), in: self.view)
        lastPositionX = Float(positionX)
        lastPositionY = Float(positionY)
    }
}

func tapGestureRecognized(gesture: UITapGestureRecognizer) {
    ////// double tap to reset scene to original view
    cameraOrbitStart.eulerAngles.y = Float(-2 * M_PI) * originalWidthAngle
    cameraOrbitStart.eulerAngles.x = Float(-M_PI) * originalHeightAngle
    cameraOrbitStart.position = SCNVector3(x: originalPositionX, y: originalPositionY, z: Float(originalCameraZoomScale))
    cameraCurrentZoomScale = originalCameraZoomScale
    positionX = 0.0
    positionY = 0.0
    lastPositionX = 0.0
    lastPositionY = 0.0
    lastWidthAngle = originalWidthAngle
    lastHeightAngle = originalHeightAngle

}


/////////////////////////////////////////////////
/////////////////////////////////////////////////
//smooth gestures, called by SCNSceneRendererDelegate

func updatePositions() {
    
    /// pan
    let lerpY = (cameraOrbitStart.eulerAngles.y - cameraOrbitFinal.eulerAngles.y) * 0.075
    let lerpX = (cameraOrbitStart.eulerAngles.x - cameraOrbitFinal.eulerAngles.x) * 0.075
    cameraOrbitFinal.eulerAngles.y += lerpY
    cameraOrbitFinal.eulerAngles.x += lerpX
    
    /// zooms
    let lerpZ = (cameraOrbitStart.position.z - cameraNode.position.z) * 0.075
    cameraNode.position.z += lerpZ
    
    /// lateral moves
    let lerpLX = (cameraOrbitStart.position.x - cameraNode.position.x) * 0.075
    let lerpLY = (cameraOrbitStart.position.y - cameraNode.position.y) * 0.075
    cameraNode.position.x += lerpLX
    cameraNode.position.y += lerpLY
}

override var shouldAutorotate: Bool {
    return true
}

override var prefersStatusBarHidden: Bool {
    return true
}

override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
    if UIDevice.current.userInterfaceIdiom == .phone {
        return .allButUpsideDown
    } else {
        return .all
    }
}

override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Release any cached data, images, etc that aren't in use.
}

}

extension GameViewController : SCNSceneRendererDelegate {

func renderer(_ renderer: SCNSceneRenderer, didApplyAnimationsAtTime time: TimeInterval) {
    updatePositions()
}
}

Haven’t tried your code but if you have actually made this work, congratulations - it’s incredibly hard to get this right, I tried it at the end of last year and almost wished I hadn’t started!

Awesome touch on multiple gestures. Managed to finally get my pinch gesture to work with this code :slight_smile:

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I think you should try to make an android version