I recently had this same problem, of how to convert a torque from the local space of the object to the world space required by the applyTorque method. The problem with using the node's convertPosition:toNode and fromNodes methods, is that they are also applying the node's translation to the torque, so this will only work when the node is at 0,0,0. What these methods do is treat the SCNVector3 as if it's a vec4 with a w component of 1.0. We just want to apply the rotation, in other words, we want the w component of the vec4 to be 0. Unlike SceneKit, GLKit gives us 2 options for how we want our vec3s to be multiplied:
GLKMatrix4MultiplyVector3 where
The input vector is treated as it were a 4-component vector with a w-component of 0.0.
and GLKMatrix4MultiplyVector3WithTranslation where
The input vector is treated as it were a 4-component vector with a w-component of 1.0.
What we want here is the former, just the rotation, not the translation.
So, we could roundtrip to GLKit. To convert for instance the local x axis (1,0,0), eg a pitch rotation, to the global axis needed for apply torque, would look like this:
let local = GLKMatrix4MultiplyVector3(SCNMatrix4ToGLKMatrix4(node.presentationNode.worldTransform), GLKVector3(v: (1,0,0)))
node.physicsBody?.applyTorque(SCNVector4(local.x, local.y, local.z, 10), impulse: false)
However, a more Swiftian approach would be to add a * operator for mat4 * vec3 which treats the vec3 like a vec4 with a 0.0 w component. Like this:
func * (left: SCNMatrix4, right: SCNVector3) -> SCNVector3 { //multiply mat4 by vec3 as if w is 0.0
return SCNVector3(
left.m11 * right.x + left.m21 * right.y + left.m31 * right.z,
left.m12 * right.x + left.m22 * right.y + left.m32 * right.z,
left.m13 * right.x + left.m23 * right.y + left.m33 * right.z
)
}
Although this operator makes an assumption about how we want our vec3s to be multiplied, my reasoning here is that as the convertPosition methods already treat w as 1, it would be redundant to have a * operator that also did this.
You could also add a mat4 * SCNVector4 operator that would let the user explicity choose whether or not they want w to be 0 or 1.
So, instead of having to roundtrip from SceneKit to GLKit, we can just write:
let local = node.presentationNode.worldTransform * SCNVector3(1,0,0)
node.physicsBody?.applyTorque(SCNVector4(local.x, local.y, local.z, 10), impulse: false)
You can use this method to apply rotation on multiple axes with one applyTorque call. So say if you have stick input where you want x on the stick to be yaw (local yUp-axis) and y on the stick to be pitch (local x-axis), but with flight-sim style "down to pull back/ up", then you could set it to SCNVector3(input.y, -input.x, 0)