How to move circle with lefteyetransform ARKit2












2















I'm trying to develop a game that moves the circle according the left eye



        let screenSize = UIScreen.main.bounds
let screenWidth = screenSize.width
let screenHeight = screenSize.height
let camera = self.sceneView.session.currentFrame?.camera
let pippo = simd_mul((anchor.transform),faceAnchor.leftEyeTransform)
var j: SCNVector3 = SCNVector3(pippo.columns.3.x ,pippo.columns.3.y , -pippo.columns.3.z);
self.circlePath = UIBezierPath(arcCenter: CGPoint(x: CGFloat( j.x * Float(screenHeight/2) ),y:CGFloat( j.y * Float(screenWidth/2) )), radius: CGFloat(20), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
self.shapeLayer = CAShapeLayer()
self.shapeLayer.path = self.circlePath.cgPath
self.shapeLayer.fillColor = UIColor.clear.cgColor
self.shapeLayer.strokeColor = UIColor.red.cgColor
self.shapeLayer.lineWidth = 3.0
self.view.layer.addSublayer(self.shapeLayer)


I move a bit the circle, but it is centered on the leftmost part of the screen (instead of being in the middle) and the movement doesn't cover the whole screen, but just a part of it, how can I solve it?
thanks in advance.










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  • Can you provide more code and a picture? Not very clear what is going on, why are you using CAShapeLayer instead of SKShapeNode for instance, and why you recreate it instead of just moving.

    – Maxim Volgin
    Nov 23 '18 at 20:55
















2















I'm trying to develop a game that moves the circle according the left eye



        let screenSize = UIScreen.main.bounds
let screenWidth = screenSize.width
let screenHeight = screenSize.height
let camera = self.sceneView.session.currentFrame?.camera
let pippo = simd_mul((anchor.transform),faceAnchor.leftEyeTransform)
var j: SCNVector3 = SCNVector3(pippo.columns.3.x ,pippo.columns.3.y , -pippo.columns.3.z);
self.circlePath = UIBezierPath(arcCenter: CGPoint(x: CGFloat( j.x * Float(screenHeight/2) ),y:CGFloat( j.y * Float(screenWidth/2) )), radius: CGFloat(20), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
self.shapeLayer = CAShapeLayer()
self.shapeLayer.path = self.circlePath.cgPath
self.shapeLayer.fillColor = UIColor.clear.cgColor
self.shapeLayer.strokeColor = UIColor.red.cgColor
self.shapeLayer.lineWidth = 3.0
self.view.layer.addSublayer(self.shapeLayer)


I move a bit the circle, but it is centered on the leftmost part of the screen (instead of being in the middle) and the movement doesn't cover the whole screen, but just a part of it, how can I solve it?
thanks in advance.










share|improve this question























  • Can you provide more code and a picture? Not very clear what is going on, why are you using CAShapeLayer instead of SKShapeNode for instance, and why you recreate it instead of just moving.

    – Maxim Volgin
    Nov 23 '18 at 20:55














2












2








2








I'm trying to develop a game that moves the circle according the left eye



        let screenSize = UIScreen.main.bounds
let screenWidth = screenSize.width
let screenHeight = screenSize.height
let camera = self.sceneView.session.currentFrame?.camera
let pippo = simd_mul((anchor.transform),faceAnchor.leftEyeTransform)
var j: SCNVector3 = SCNVector3(pippo.columns.3.x ,pippo.columns.3.y , -pippo.columns.3.z);
self.circlePath = UIBezierPath(arcCenter: CGPoint(x: CGFloat( j.x * Float(screenHeight/2) ),y:CGFloat( j.y * Float(screenWidth/2) )), radius: CGFloat(20), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
self.shapeLayer = CAShapeLayer()
self.shapeLayer.path = self.circlePath.cgPath
self.shapeLayer.fillColor = UIColor.clear.cgColor
self.shapeLayer.strokeColor = UIColor.red.cgColor
self.shapeLayer.lineWidth = 3.0
self.view.layer.addSublayer(self.shapeLayer)


I move a bit the circle, but it is centered on the leftmost part of the screen (instead of being in the middle) and the movement doesn't cover the whole screen, but just a part of it, how can I solve it?
thanks in advance.










share|improve this question














I'm trying to develop a game that moves the circle according the left eye



        let screenSize = UIScreen.main.bounds
let screenWidth = screenSize.width
let screenHeight = screenSize.height
let camera = self.sceneView.session.currentFrame?.camera
let pippo = simd_mul((anchor.transform),faceAnchor.leftEyeTransform)
var j: SCNVector3 = SCNVector3(pippo.columns.3.x ,pippo.columns.3.y , -pippo.columns.3.z);
self.circlePath = UIBezierPath(arcCenter: CGPoint(x: CGFloat( j.x * Float(screenHeight/2) ),y:CGFloat( j.y * Float(screenWidth/2) )), radius: CGFloat(20), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
self.shapeLayer = CAShapeLayer()
self.shapeLayer.path = self.circlePath.cgPath
self.shapeLayer.fillColor = UIColor.clear.cgColor
self.shapeLayer.strokeColor = UIColor.red.cgColor
self.shapeLayer.lineWidth = 3.0
self.view.layer.addSublayer(self.shapeLayer)


I move a bit the circle, but it is centered on the leftmost part of the screen (instead of being in the middle) and the movement doesn't cover the whole screen, but just a part of it, how can I solve it?
thanks in advance.







swift arkit






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asked Nov 23 '18 at 15:31









Nicolò MorandoNicolò Morando

111




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  • Can you provide more code and a picture? Not very clear what is going on, why are you using CAShapeLayer instead of SKShapeNode for instance, and why you recreate it instead of just moving.

    – Maxim Volgin
    Nov 23 '18 at 20:55



















  • Can you provide more code and a picture? Not very clear what is going on, why are you using CAShapeLayer instead of SKShapeNode for instance, and why you recreate it instead of just moving.

    – Maxim Volgin
    Nov 23 '18 at 20:55

















Can you provide more code and a picture? Not very clear what is going on, why are you using CAShapeLayer instead of SKShapeNode for instance, and why you recreate it instead of just moving.

– Maxim Volgin
Nov 23 '18 at 20:55





Can you provide more code and a picture? Not very clear what is going on, why are you using CAShapeLayer instead of SKShapeNode for instance, and why you recreate it instead of just moving.

– Maxim Volgin
Nov 23 '18 at 20:55












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