SceneKit memory leak - ios

The memory of app increased after segue to VC with scnView. I've used deinit and set geometry to nil but it didn't help. I saw some tips on stack about using deinit to solve this issue, but it doesn't work for me. Memory increased every time when I back to this ViewController with scnScene SceneKit: too much memory persisting
var ship1: SCNNode!
var ship2: SCNNode!
var ship3: SCNNode!
var ship4: SCNNode!
let cameraNode = SCNNode()
let lightNode = SCNNode()
let ambientLightNode = SCNNode()
class RecordVideoViewControllerWS: UIViewController {
#IBOutlet weak var scnView: SCNView!
override func viewDidLoad() {
super.viewDidLoad()
cameraNode.camera = SCNCamera()
scnScene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
scnView.scene = scnScene
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scnScene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = UIColor.darkGray
scnScene.rootNode.addChildNode(ambientLightNode)
ship1 = nodeFromResource(assetName: "shipFolder/test0", extensionName: "scn")
ship2 = nodeFromResource(assetName: "shipFolder/test1", extensionName: "scn")
ship3 = nodeFromResource(assetName: "shipFolder/test2", extensionName: "scn")
ship4 = nodeFromResource(assetName: "shipFolder/test3", extensionName: "scn")
scnScene.rootNode.addChildNode(ship1)
scnScene.rootNode.addChildNode(ship2)
scnScene.rootNode.addChildNode(ship3)
scnScene.rootNode.addChildNode(ship4)
}
override func viewWillDisappear(_ animated: Bool) {
ship1.removeFromParentNode()
ship1.geometry = nil
ship2.removeFromParentNode()
ship2.geometry = nil
ship3.removeFromParentNode()
ship3.geometry = nil
ship4.removeFromParentNode()
ship4.geometry = nil
cameraNode.removeFromParentNode()
cameraNode.geometry = nil
lightNode.removeFromParentNode()
lightNode.geometry = nil
ambientLightNode.removeFromParentNode()
ambientLightNode.geometry = nil
}
deinit {
scnScene.rootNode.cleanup()
}
}
extension SCNNode {
func cleanup() {
for child in childNodes {
child.cleanup()
}
geometry = nil
}
}

Related

ARKit + SceneKit not rendering any shadows

I'm using ARKit and SceneKit to render a very simple scene with a sphere hovering above a plane. However no matter what I try, I cannot get shadows to render at all. The sphere is shaded properly from the light, but no shadows are drawn.
Here's my complete ARSCNView:
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController, ARSCNViewDelegate {
#IBOutlet var sceneView: ARSCNView!
public var baseNode = SCNNode()
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.autoenablesDefaultLighting = false
sceneView.automaticallyUpdatesLighting = false
sceneView.rendersCameraGrain = true
sceneView.preferredFramesPerSecond = 0
sceneView.debugOptions = [.showBoundingBoxes]
let scene = SCNScene()
sceneView.scene = scene
self.baseNode = SCNNode()
baseNode.position.z -= 1 // draw in front of viewer at arts
self.sceneView.scene.rootNode.addChildNode(baseNode)
// Plane to catch shadows
let shadowCatcher = SCNNode(geometry: SCNPlane(width: 0.5, height: 0.5))
shadowCatcher.name = "shadow catcher"
shadowCatcher.castsShadow = false
shadowCatcher.renderingOrder = -10
let groundMaterial = SCNMaterial()
groundMaterial.lightingModel = .constant
groundMaterial.isDoubleSided = true
shadowCatcher.geometry!.materials = [groundMaterial]
self.baseNode.addChildNode(shadowCatcher)
// A shere that should cast shadows
let sphere = SCNNode(geometry: SCNSphere(radius: 0.05))
sphere.position = SCNVector3(0, 0, 0.3)
sphere.castsShadow = true
baseNode.addChildNode(sphere)
// The light
let light = SCNLight()
light.type = .spot
light.intensity = 1000
light.castsShadow = true
light.shadowMode = .deferred
light.automaticallyAdjustsShadowProjection = true
light.shadowMapSize = CGSize(width: 2048, height: 2048)
let lightNode = SCNNode()
lightNode.name = "light"
lightNode.light = light
lightNode.position = SCNVector3(0, 0, 2)
lightNode.look(at: SCNVector3(0, 0, 0))
baseNode.addChildNode(lightNode)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARWorldTrackingConfiguration()
if ARWorldTrackingConfiguration.supportsFrameSemantics(.personSegmentation) {
configuration.frameSemantics.insert(.personSegmentation)
}
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
}
Why doesn't this render shadows? The same basic scenegraph does render shadows if I use a normal SCNView instead of an ARSCNView
This is caused by enabling the personSegmentation frame semantic. After removing this, shadows should be rendered properly again:
This took me forever to track down and seems like a bug. I've filed an issue against Apple but unfortunately I am not aware of any workarounds at the moment

SceneKit rotate camera automatically

I want my camera to keep rotating, automatically, around a object and only changing it's direction at certain moments. I saw some solutions but they were all with gesture recognizers... How can I keep it rotating at a constant velocity and change it's directions?
Here is my code:
class GameViewController: UIViewController {
var gameView:SCNView!
var gameScene:SCNScene!
var cameraNode:SCNNode!
var camera:SCNCamera!
var cameraOrbit:SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
initView()
initScene()
initCamera()
}
func initView() {
gameView = self.view as! SCNView
gameView.allowsCameraControl = false
gameView.autoenablesDefaultLighting = true
}
func initScene() {
gameScene = SCNScene()
gameView.scene = gameScene
gameView.isPlaying = true
}
func initCamera() {
camera.usesOrthographicProjection = true
camera.orthographicScale = 9
camera.zNear = 1
camera.zFar = 100
cameraNode = SCNNode()
cameraNode.camera = camera
cameraNode.position = SCNVector3(x: 0, y: 5, z: 20)
gameScene.rootNode.addChildNode(cameraNode)
cameraOrbit.addChildNode(cameraNode)
cameraOrbit.eulerAngles.y = Float(M_PI)
cameraOrbit.eulerAngles.x = Float(2*M_PI)
gameScene.rootNode.addChildNode(cameraOrbit)
}

How to addChild to a already built overlaySKScene in SWIFT

Ok so I have all of the parts. Finally the code runs without a problem but right as I'm in the last step, trying to figure out how to add the child I'm having trouble. I created an overlay scene that is over the original Scene but I can't figure out the last step which is added the node/image to the actually screen because the traditional self.addChild(%^%) doesn't work on the "base" node in my code. Any help. Thanks
Code:
import iAd
import UIKit
import GameKit
import SceneKit
import StoreKit
import SpriteKit
import QuartzCore
import Foundation
import AVFoundation
import AudioToolbox
//============================================================
class GameViewController: UIViewController, ADBannerViewDelegate, SKPhysicsContactDelegate, SKSceneDelegate, SCNSceneRendererDelegate, SCNPhysicsContactDelegate{
//--------------True-False-statments-------------------------------------------------
var stickActive:Bool = false
var OnOffense = Bool()
var OnDefense = Bool()
var HasBall = Bool()
var OnCampusField = Bool()
var UserControlled = Bool()
//--------Offense-------------
var QuaterBack = SCNNode()
var RunningBack = SCNNode()
var WideReceiver1 = SCNNode()
var WideReceiver2 = SCNNode()
var Linemen1 = SCNNode()
var Linemen2 = SCNNode()
var Linemen3 = SCNNode()
//--------Defense-------------
var LineBacker1 = SCNNode()
var LineBacker2 = SCNNode()
var CornerBack1 = SCNNode()
var CornerBack2 = SCNNode()
var DefensiveLinemen1 = SCNNode()
var DefensiveLinemen2 = SCNNode()
var DefensiveLinemen3 = SCNNode()
//-----------------Controller-Buttons/Joystick---------------------------------------------------
let base = SKSpriteNode(imageNamed:"VirtualJoystickBase")
let ball = SKSpriteNode(imageNamed:"VirtualJoyStickHandle")
let ship = SKSpriteNode(imageNamed:"Ship")
let Button1 = SKSpriteNode(imageNamed:"BlackAButton")
let Button2 = SKSpriteNode(imageNamed:"BlackAButton")
let Button3 = SKSpriteNode(imageNamed:"BlackAButton")
let Button4 = SKSpriteNode(imageNamed:"BlackAButton")
//-------------------3D-Fields--------------------------------------------
let FieldScene = SCNScene(named: "art.scnassets/TesingCampusField.dae")!
//-------------------3D-Players--------------------------------------------
let GuyScene = SCNScene(named: "art.scnassets/Guy.dae")!
override func viewDidLoad() {
super.viewDidLoad()
let scnView = self.view as! SCNView
let skScene = scnView.overlaySKScene
scnView.overlaySKScene = skScene
scnView.backgroundColor = UIColor.whiteColor()
scnView.scene = FieldScene
scnView.delegate = self
scnView.allowsCameraControl = true
scnView.showsStatistics = false
let Guy1: SCNNode = GuyScene.rootNode.childNodeWithName("Bob_014", recursively: true)!
FieldScene.rootNode.addChildNode(Guy1)
//----Positioning-the-Base-of-the-Joystick-----------
base.size = CGSize(width: 100, height: 100)
base.anchorPoint = CGPointMake(-3.4, -5.2)
skScene?.self.addChild(base)
//----Positioning-the-Ball/Joystick-----------
ball.size = CGSize(width: 50, height: 50)
ball.position = base.position
//---Setting-Up-Ships-Position/PhysicsBody---------------------
ship.position = CGPointMake(0, 200)
ship.size = CGSize(width: 80, height: 80)
ship.physicsBody?.dynamic = true
ship.physicsBody?.allowsRotation = true
ship.physicsBody?.affectedByGravity = true
ship.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ship"), size: ship.size)
//----A-Button--Creation -------------------
Button1.size = CGSize(width: 40, height: 40)
Button1.anchorPoint = CGPointMake(-3.4, -5.2)
//----B-Button--Creation -------------------
Button2.size = CGSize(width: 40, height: 40)
Button2.anchorPoint = CGPointMake(-1.2, -5.2)
//----C-Button--Creation -------------------
Button3.size = CGSize(width: 40, height: 40)
Button3.anchorPoint = CGPointMake(-2.2, -6.4)
//----C-Button--Creation -------------------
Button4.size = CGSize(width: 40, height: 40)
Button4.anchorPoint = CGPointMake(-2.2, -3.4)
let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
scnView.addGestureRecognizer(tapGesture)
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
FieldScene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 5, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
FieldScene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
FieldScene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
}
func GotoMainMenu() {
let scene = MainMenuController()
let sKView = self.view! as! SKView
sKView.ignoresSiblingOrder = true
scene.size = sKView.bounds.size
scene.scaleMode = .AspectFill
let reveal = SKTransition.fadeWithDuration(0.45)
sKView.presentScene(scene, transition: reveal)
}
//====================================================================
override func shouldAutorotate() -> Bool {
return true
}
//====================================================================
override func prefersStatusBarHidden() -> Bool {
return true
}
//====================================================================
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
//====================================================================
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}

How to add a SCNode to SceneKit from main art.scnassets folder

I want to add a .dae file that is sitting in my art.assets folder. to the scene. thats it lol and in swift preferable but I'll take Objective-C as well. Thanks here some code its just the basic scene kit file Xcode gives you.
Code:
import UIKit
import QuartzCore
import SceneKit
//============================================================
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
//-------------------------
let scene = SCNScene(named: "art.scnassets/GenricFootball.dae")!
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = true
scnView.showsStatistics = false
scnView.backgroundColor = UIColor.whiteColor()
let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
scnView.addGestureRecognizer(tapGesture)
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
scene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
//_ = scene.rootNode.childNodeWithName("Bob", recursively: true)!
// _ = scene.rootNode.childNodeWithName("CampusField1", recursively: true)!
//--------------------------------------------------------
// Bob.runAction(SCNAction.repeatActionForever(SCNAction.rotateByX(0, y: 2, z: 0, duration: 1)))
}
func handleTap(gestureRecognize: UIGestureRecognizer) {
let scnView = self.view as! SCNView
let p = gestureRecognize.locationInView(scnView)
let hitResults = scnView.hitTest(p, options: nil)
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
let material = result.node!.geometry!.firstMaterial!
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
SCNTransaction.setCompletionBlock {
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
material.emission.contents = UIColor.blackColor()
SCNTransaction.commit()
}
material.emission.contents = UIColor.yellowColor()
SCNTransaction.commit()
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
I got to objects on the scene by using this code
Code:
let scene = SCNScene(named: "art.scnassets/GenricFootball.dae")!
let characterscene = SCNScene(named: "art.scnassets/untitled.dae")!
let monkey: SCNNode = characterscene.rootNode.childNodeWithName("Cube_001", recursively: true)!
scene.rootNode.addChildNode(monkey)
monkey.position = SCNVector3(x: 5, y: 0, z: 5)

Objects not affected by gravity field in SceneKit [duplicate]

I'm trying to use a SCNPhysicsField.linearGravityField object to affect only specific objects in my scene. The problem is, that I can't seem to get it to affect anything. Here's a sample of my code in Swift:
let downGravityCatagory = 1 << 0
let fieldDown = SCNPhysicsField.linearGravityField()
let fieldUp = SCNPhysicsField.linearGravityField()
let fieldNode = SCNNode()
let sceneView = view as! SCNView
sceneView.scene = scene
sceneView.scene!.physicsWorld.gravity = SCNVector3(x: 0, y: 0, z: 0)
fieldDown.categoryBitMask = downGravityCatagory
fieldDown.active = true
fieldDown.strength = 3
fieldNode.physicsField = fieldDown
scene.rootNode.addChildNode(fieldNode)
var dice = SCNNode()
//I then attach geometry here
dice.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Dynamic, shape: SCNPhysicsShape(geometry: dice.geometry!, options: nil))
dice.physicsBody?.categoryBitMask = downGravityCatagory
scene.rootNode.addChildNode(dice)
Even though the Physics Bodies are assigned the same catagoryBitMask as the gravity field, they just float there in zero G, only affected by the physicsworld gravity.
Set the "downGravityCatagory" bit mask on the node:
dice.categoryBitMask = downGravityCatagory;
the physics's categoryBitMask is for physics collisions only.
I am trying to get my ball to fall faster. Right now it falls really slowly. I tried using this answer. I think I am close, but I do not really know. The code:
import Cocoa
import SceneKit
class AppController : NSObject {
#IBOutlet weak var _sceneView: SCNView!
#IBOutlet weak var _pushButton: NSButton!
#IBOutlet weak var _resetButton: NSButton!
private let _mySphereNode = SCNNode()
private let _gravityFieldNode = SCNNode()
private let downGravityCategory = 1 << 0
private func setupScene() {
// setup ambient light source
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = NSColor(white: 0.35, alpha: 1.0).CGColor
// add ambient light the scene
_sceneView.scene!.rootNode.addChildNode(ambientLightNode)
// setup onmidirectional light
let omniLightNode = SCNNode()
omniLightNode.light = SCNLight()
omniLightNode.light!.type = SCNLightTypeOmni
omniLightNode.light!.color = NSColor(white: 0.56, alpha: 1.0).CGColor
omniLightNode.position = SCNVector3Make(0.0, 200.0, 0.0)
_sceneView.scene!.rootNode.addChildNode(omniLightNode)
// add plane
let myPlane = SCNPlane(width: 125.0, height: 2000.0)
myPlane.widthSegmentCount = 10
myPlane.heightSegmentCount = 10
myPlane.firstMaterial!.diffuse.contents = NSColor.orangeColor().CGColor
myPlane.firstMaterial!.specular.contents = NSColor.whiteColor().CGColor
let planeNode = SCNNode()
planeNode.geometry = myPlane
// rotote -90.0 degrees about the y-axis, then rotate -90.0 about the x-axis
var rotMat = SCNMatrix4MakeRotation(-3.14/2.0, 0.0, 1.0, 0.0)
rotMat = SCNMatrix4Rotate(rotMat, -3.14/2.0, 1.0, 0.0, 0.0)
planeNode.transform = rotMat
planeNode.position = SCNVector3Make(0.0, 0.0, 0.0)
// add physcis to plane
planeNode.physicsBody = SCNPhysicsBody.staticBody()
// add plane to scene
_sceneView.scene!.rootNode.addChildNode(planeNode)
// gravity folks...
// first, set the position for field effect
let gravityField = SCNPhysicsField.linearGravityField()
gravityField.categoryBitMask = downGravityCategory
gravityField.active = true
gravityField.strength = 3.0
gravityField.exclusive = true
_gravityFieldNode.physicsField = gravityField
_sceneView.scene!.rootNode.addChildNode(_gravityFieldNode)
// attach the sphere node to the scene's root node
_mySphereNode.categoryBitMask = downGravityCategory
_sceneView.scene!.rootNode.addChildNode(_mySphereNode)
}
private func setupBall() {
let radius = 25.0
// sphere geometry
let mySphere = SCNSphere(radius: CGFloat(radius))
mySphere.geodesic = true
mySphere.segmentCount = 50
mySphere.firstMaterial!.diffuse.contents = NSColor.purpleColor().CGColor
mySphere.firstMaterial!.specular.contents = NSColor.whiteColor().CGColor
// position sphere geometry, add it to node
_mySphereNode.position = SCNVector3(0.0, CGFloat(radius), 0.0)
_mySphereNode.geometry = mySphere
// physics body and shape
_mySphereNode.physicsBody = SCNPhysicsBody(type: .Dynamic, shape: SCNPhysicsShape(geometry: mySphere, options: nil))
_mySphereNode.physicsBody!.mass = 0.125
}
private func stopBall() {
_mySphereNode.geometry = nil
_mySphereNode.physicsBody = nil
}
override func awakeFromNib() {
// assign empty scene
_sceneView.scene = SCNScene()
setupScene()
setupBall()
}
#IBAction func moveBall(sender: AnyObject) {
let forceApplied = SCNVector3Make(35.0, 0.0, 0.0)
if _mySphereNode.physicsBody?.isResting == true {
_mySphereNode.physicsBody!.applyForce(forceApplied, impulse: true)
}
else if _mySphereNode.physicsBody?.isResting == false {
print("ball not at rest...")
}
else {
print("No physics associated with the node...")
}
}
#IBAction func resetBall(sender: AnyObject) {
// remove the ball from the sphere node
stopBall()
// reset the ball
setupBall()
}
}
Is there some trick to get "real-world" type gravity?
Based on what #tedesignz suggested, here is the slightly modified working code:
import Cocoa
import SceneKit
class AppController : NSObject, SCNPhysicsContactDelegate {
#IBOutlet weak var _sceneView: SCNView!
#IBOutlet weak var _pushButton: NSButton!
#IBOutlet weak var _resetButton: NSButton!
private let _mySphereNode = SCNNode()
private let _myPlaneNode = SCNNode()
private let _gravityFieldNode = SCNNode()
private let BallType = 1
private let PlaneType = 2
private let GravityType = 3
private func setupScene() {
// setup ambient light source
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = NSColor(white: 0.35, alpha: 1.0).CGColor
// add ambient light the scene
_sceneView.scene!.rootNode.addChildNode(ambientLightNode)
// setup onmidirectional light
let omniLightNode = SCNNode()
omniLightNode.light = SCNLight()
omniLightNode.light!.type = SCNLightTypeOmni
omniLightNode.light!.color = NSColor(white: 0.56, alpha: 1.0).CGColor
omniLightNode.position = SCNVector3Make(0.0, 200.0, 0.0)
_sceneView.scene!.rootNode.addChildNode(omniLightNode)
// add plane
let myPlane = SCNPlane(width: 125.0, height: 150.0)
myPlane.widthSegmentCount = 10
myPlane.heightSegmentCount = 10
myPlane.firstMaterial!.diffuse.contents = NSColor.orangeColor().CGColor
myPlane.firstMaterial!.specular.contents = NSColor.whiteColor().CGColor
_myPlaneNode.geometry = myPlane
// rotote -90.0 degrees about the y-axis, then rotate -90.0 about the x-axis
var rotMat = SCNMatrix4MakeRotation(-3.14/2.0, 0.0, 1.0, 0.0)
rotMat = SCNMatrix4Rotate(rotMat, -3.14/2.0, 1.0, 0.0, 0.0)
_myPlaneNode.transform = rotMat
_myPlaneNode.position = SCNVector3Make(0.0, 0.0, 0.0)
// add physcis to plane
_myPlaneNode.physicsBody = SCNPhysicsBody(type: .Static, shape: SCNPhysicsShape(geometry: myPlane, options: nil))
// configure physics body
_myPlaneNode.physicsBody!.contactTestBitMask = BallType
_myPlaneNode.physicsBody!.collisionBitMask = BallType
_myPlaneNode.physicsBody!.categoryBitMask = PlaneType
// add plane to scene
_sceneView.scene!.rootNode.addChildNode(_myPlaneNode)
// add sphere node
_sceneView.scene!.rootNode.addChildNode(_mySphereNode)
// gravity folks...
// first, set the position for field effect
let gravityField = SCNPhysicsField.linearGravityField()
gravityField.categoryBitMask = GravityType
gravityField.active = true
gravityField.direction = SCNVector3(0.0, -9.81, 0.0)
print(gravityField.direction)
gravityField.strength = 10.0
gravityField.exclusive = true
_gravityFieldNode.physicsField = gravityField
_sceneView.scene!.rootNode.addChildNode(_gravityFieldNode)
// set the default gravity to zero vector
_sceneView.scene!.physicsWorld.gravity = SCNVector3(0.0, 0.0, 0.0)
}
private func setupBall() {
let radius = 25.0
// sphere geometry
let mySphere = SCNSphere(radius: CGFloat(radius))
mySphere.geodesic = true
mySphere.segmentCount = 50
mySphere.firstMaterial!.diffuse.contents = NSColor.purpleColor().CGColor
mySphere.firstMaterial!.specular.contents = NSColor.whiteColor().CGColor
// position sphere geometry, add it to node
_mySphereNode.position = SCNVector3(0.0, CGFloat(radius), 0.0)
_mySphereNode.geometry = mySphere
// physics body and shape
_mySphereNode.physicsBody = SCNPhysicsBody(type: .Dynamic, shape: SCNPhysicsShape(geometry: mySphere, options: nil))
_mySphereNode.physicsBody!.mass = 0.125
_mySphereNode.physicsBody!.contactTestBitMask = PlaneType
_mySphereNode.physicsBody!.collisionBitMask = PlaneType
_mySphereNode.physicsBody!.categoryBitMask = (BallType | GravityType)
}
private func stopBall() {
_mySphereNode.geometry = nil
_mySphereNode.physicsBody = nil
}
override func awakeFromNib() {
// assign empty scene
_sceneView.scene = SCNScene()
// contact delegate
_sceneView.scene!.physicsWorld.contactDelegate = self
setupScene()
setupBall()
}
#IBAction func moveBall(sender: AnyObject) {
let forceApplied = SCNVector3Make(5.0, 0.0, 0.0)
if _mySphereNode.physicsBody?.isResting == true {
_mySphereNode.physicsBody!.applyForce(forceApplied, impulse: true)
}
else if _mySphereNode.physicsBody?.isResting == false {
print("ball not at rest...")
}
else {
print("No physics associated with the node...")
}
}
#IBAction func resetBall(sender: AnyObject) {
// remove the ball from the sphere node
stopBall()
// reset the ball
setupBall()
}
/*** SCENEKIT DELEGATE METHODS ***/
func physicsWorld(world: SCNPhysicsWorld, didBeginContact contact: SCNPhysicsContact) {
print("we have contact...")
}
func physicsWorld(world: SCNPhysicsWorld, didEndContact contact: SCNPhysicsContact) {
print("No longer touching...")
}
}

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