You need some math here
How I prepare the circle nodes
var nodes = [SCNNode]()
for i in 1...20 {
let node = createSphereNode(withRadius: 0.05, color: .yellow)
nodes.append(node)
node.position = SCNVector3(0,0,-1 * 1 / i)
scene.rootNode.addChildNode(node)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 5) {
self.arrangeNode(nodes: nodes)
}
func createSphereNode(withRadius radius: CGFloat, color: UIColor) -> SCNNode {
let geometry = SCNSphere(radius: radius)
geometry.firstMaterial?.diffuse.contents = color
let sphereNode = SCNNode(geometry: geometry)
return sphereNode
}
Math behind arrange the view into circle
func arrangeNode(nodes:[SCNNode]) {
let radius:CGFloat = 1;
let angleStep = 2.0 * CGFloat.pi / CGFloat(nodes.count)
var count:Int = 0
for node in nodes {
let xPos:CGFloat = CGFloat(self.sceneView.pointOfView?.position.x ?? 0) + CGFloat(cosf(Float(angleStep) * Float(count))) * (radius - 0)
let zPos:CGFloat = CGFloat(self.sceneView.pointOfView?.position.z ?? 0) + CGFloat(sinf(Float(angleStep) * Float(count))) * (radius - 0)
node.position = SCNVector3(xPos, 0, zPos)
count = count + 1
}
}
Note: In third image I have set.
let xPos:CGFloat = -1 + CGFloat(cosf(Float(angleStep) * Float(count))) * (radius - 0)
let zPos:CGFloat = -1 + CGFloat(sinf(Float(angleStep) * Float(count))) * (radius - 0)
That means if you need view around the camera then
use CGFloat(self.sceneView.pointOfView?.position.x ?? 0)
or at the random place then provide the value
Output
func arrangeNode(nodes:[SCNNode])
pass your array you're done – Prashant Tukadiya