I'm developing some code using SceneKit on iOS and in my code I want to determine the x and y coordinates on the global z plane where z is 0.0 and x and y are determined from a tap gesture. MY setup is as follows:
    override func viewDidLoad() {
    super.viewDidLoad()
    // create a new scene
    let scene = SCNScene()
    // create and add a camera to the scene
    let cameraNode = SCNNode()
    let camera = SCNCamera()
    cameraNode.camera = camera
    scene.rootNode.addChildNode(cameraNode)
    // place the camera
    cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
    // create and add an ambient light to the scene
    let ambientLightNode = SCNNode()
    ambientLightNode.light = SCNLight()
    ambientLightNode.light.type = SCNLightTypeAmbient
    ambientLightNode.light.color = UIColor.darkGrayColor()
    scene.rootNode.addChildNode(ambientLightNode)
    let triangleNode = SCNNode()
    triangleNode.geometry = defineTriangle();
    scene.rootNode.addChildNode(triangleNode)
    // retrieve the SCNView
    let scnView = self.view as SCNView
    // set the scene to the view
    scnView.scene = scene
    // configure the view
    scnView.backgroundColor = UIColor.blackColor()
    // add a tap gesture recognizer
    let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
    let gestureRecognizers = NSMutableArray()
    gestureRecognizers.addObject(tapGesture)
    scnView.gestureRecognizers = gestureRecognizers
}
func handleTap(gestureRecognize: UIGestureRecognizer) {
    // retrieve the SCNView
    let scnView = self.view as SCNView
    // check what nodes are tapped
    let p = gestureRecognize.locationInView(scnView)
    // get the camera
    var camera = scnView.pointOfView.camera
    // screenZ is percentage between z near and far
    var screenZ = Float((15.0 - camera.zNear) / (camera.zFar - camera.zNear))
    var scenePoint = scnView.unprojectPoint(SCNVector3Make(Float(p.x), Float(p.y), screenZ))
    println("tapPoint: (\(p.x), \(p.y)) scenePoint: (\(scenePoint.x), \(scenePoint.y), \(scenePoint.z))")
}
func defineTriangle() -> SCNGeometry {
    // Vertices
    var vertices:[SCNVector3] = [
        SCNVector3Make(-2.0, -2.0, 0.0),
        SCNVector3Make(2.0, -2.0, 0.0),
        SCNVector3Make(0.0, 2.0, 0.0)
    ]
    let vertexData = NSData(bytes: vertices, length: vertices.count * sizeof(SCNVector3))
    var vertexSource = SCNGeometrySource(data: vertexData,
        semantic: SCNGeometrySourceSemanticVertex,
        vectorCount: vertices.count,
        floatComponents: true,
        componentsPerVector: 3,
        bytesPerComponent: sizeof(Float),
        dataOffset: 0,
        dataStride: sizeof(SCNVector3))
    // Normals
    var normals:[SCNVector3] = [
        SCNVector3Make(0.0, 0.0, 1.0),
        SCNVector3Make(0.0, 0.0, 1.0),
        SCNVector3Make(0.0, 0.0, 1.0)
    ]
    let normalData = NSData(bytes: normals, length: normals.count * sizeof(SCNVector3))
    var normalSource = SCNGeometrySource(data: normalData,
        semantic: SCNGeometrySourceSemanticNormal,
        vectorCount: normals.count,
        floatComponents: true,
        componentsPerVector: 3,
        bytesPerComponent: sizeof(Float),
        dataOffset: 0,
        dataStride: sizeof(SCNVector3))
    // Indexes
    var indices:[CInt] = [0, 1, 2]
    var indexData  = NSData(bytes: indices, length: sizeof(CInt) * indices.count)
    var indexElement = SCNGeometryElement(
        data: indexData,
        primitiveType: .Triangles,
        primitiveCount: 1,
        bytesPerIndex: sizeof(CInt)
    )
    var geo = SCNGeometry(sources: [vertexSource, normalSource], elements: [indexElement])
    // material
    var material = SCNMaterial()
    material.diffuse.contents  = UIColor.redColor()
    material.doubleSided = true
    material.shininess = 1.0;
    geo.materials = [material];
    return geo
}
As you can see. I have a triangle that is 4 units tall by 4 units wide and set on the z plane (z = 0) centered at x, y (0.0, 0.0). The camera is the default SCNCamera which looks in the negative z direction and I've placed it at (0, 0, 15). The default value for zNear and zFar are 1.0 and 100.0 respectively. In my handleTap method, I take the x and y screen coordinates of the tap and attempt to find the x and y global scene coordinates where z = 0.0. I'm using a call to unprojectPoint.
The docs for unprojectPoint indicate
Unprojecting a point whose z-coordinate is 0.0 returns a point on the near clipping plane; unprojecting a point whose z-coordinate is 1.0 returns a point on the far clipping plane.
While it does not specifically say that for the points in between there is a liner relationship between the near and far plane, I have made that assumption and calculate the value of screenZ to be the percent distance between the near and far plane that the z = 0 plane is located. To check my answer, I can click near the corners of the triangle because I know where they are in global coordinates.
My problem is that I'm not getting the correct values and I'm not getting consistent values when I start changing the zNear and zFar clipping planes on the camera. So my question is, how can I do do this? In the end, I'm going to create a new piece of geometry and place it on the z-plane corresponding to where the user clicked.
Thanks in advance for your help.