I Have one problem, In ARView Display Shadow on the object but did not display on the surface, I have attached try code? It is working Display shadow on the object but does not display on the surface.
Show Image
Code :
var light2 = SCNLight()
var lightNodeb2 = SCNNode()
light2.castsShadow = true
light2.automaticallyAdjustsShadowProjection = true
light2.maximumShadowDistance = 40.0
light2.orthographicScale = 1
light2.type = .directional
light2.shadowMapSize = CGSize(width: 2048, height: 2048)
light2.shadowMode = .forward
light2.shadowSampleCount = 128
light2.shadowRadius = 3
light2.shadowBias = 32
light2.zNear=1;
light2.zFar=1000;
lightNodeb2.light = light2
lightNodeb2.position = SCNVector3(x: -1, y: 10, z: 1)
lightNodeb2.rotation = SCNVector4Make(2, 0, 0, -Float.pi / 3)
self.sceneView.scene.rootNode.addChildNode(lightNodeb2)
I see here 2 possible problems:
Your light's settings are OK. I think the first problem is following: you use programmatic light with "non-programmatic" 3D objects in Scene graph.
Check it. In this code all objects are programmatic:
let sphereNode1 = SCNNode(geometry: SCNSphere(radius: 1))
sphereNode1.position = SCNVector3(x: 0, y: 5, z: 3)
scene.rootNode.addChildNode(sphereNode1)
let sphereNode2 = SCNNode(geometry: SCNSphere(radius: 3))
sphereNode2.position = SCNVector3(x: 0, y: 1, z: 0)
scene.rootNode.addChildNode(sphereNode2)
let boxNode = SCNNode(geometry: SCNBox(width: 20, height: 0.1, length: 20, chamferRadius: 0))
boxNode.position = SCNVector3(x: 0, y: -3, z: 0)
scene.rootNode.addChildNode(boxNode)
let light2 = SCNLight()
let lightNodeb2 = SCNNode()
light2.castsShadow = true
light2.automaticallyAdjustsShadowProjection = true
light2.maximumShadowDistance = 40.0
light2.orthographicScale = 1
light2.type = .directional
light2.shadowMapSize = CGSize(width: 2048, height: 2048)
light2.shadowMode = .deferred // Renders shadows in a postprocessing pass
light2.shadowSampleCount = 128
light2.shadowRadius = 3
light2.shadowBias = 32
light2.zNear = 1
light2.zFar = 1000
lightNodeb2.light = light2
// DIRECTIONAL LIGHT POSITION doesn't matter. Matters only its direction.
// lightNodeb2.position = SCNVector3(x: -1, y: 10, z: 1)
lightNodeb2.rotation = SCNVector4(2, 0, 0, -Float.pi/3)
scene.rootNode.addChildNode(lightNodeb2)
All objects Shadow castings are On by default.
First problem's Solution:
To make your 3D model to become accessible for virtual programmatic lights use the following approach:
func childNode(withName name: String, recursively: Bool) -> SCNNode? {
return SCNNode()
}
let geometryNode = childNode(withName: "art.scnassets/your3Dmodel",
recursively: true)!
scene.rootNode.addChildNode(geometryNode)
Second problem's Solution:
And if you wanna have a hidden plane with a shadow use this code:
hiddenPlaneNode.castsShadow = false
hiddenPlaneNode.geometry?.firstMaterial?.lightingModel = .constant
hiddenPlaneNode.geometry?.firstMaterial?.isDoubleSided = true
hiddenPlaneNode.geometry?.firstMaterial?.readsFromDepthBuffer = true
hiddenPlaneNode.geometry?.firstMaterial?.writesToDepthBuffer = true
hiddenPlaneNode.geometry?.firstMaterial?.colorBufferWriteMask = []
light2.shadowMode = .deferred
Related
I am having a SKScene as a SCNMaterial that I want to apply on a SCNSphere. I want to add a point on the surface of the sphere, that should be partially visible even when it is on the other side of the sphere. So I want a double sided texture. But when I use spherematerial.isDoubleSided = true I get a whitish layer on top of my sphere. Not sure why this happens.
Here is my code:
let surfacematerial = SKScene(size: CGSize(width: 800, height: 400))
surfacematerial.backgroundColor = SKColor.blue
self.point.fillColor = SKColor.red
self.point.lineWidth = 0
self.point.position = CGPoint(x: 200, y: 200)
surfacematerial.addChild(point)
let spherematerial = SCNMaterial()
spherematerial.isDoubleSided = true
spherematerial.diffuse.contents = surfacematerial
let sphere = SCNSphere(radius: CGFloat(2))
sphere.materials = [spherematerial]
spherenode = SCNNode(geometry: sphere)
spherenode.position = SCNVector3(x: 0, y: 0, z: 0)
spherenode.opacity = CGFloat(0.9)
I have try to display shadow on depth parts of model. i have try to bellow code ofe display shadow?
var light = SCNLight()
var lightNode = SCNNode()
light.castsShadow = true
light.automaticallyAdjustsShadowProjection = true
light.maximumShadowDistance = 40.0
light.orthographicScale = 1
light.type = .directional
light.shadowMapSize = CGSize(width: 2048, height: 2048)
light.shadowMode = .forward
light.shadowSampleCount = 128
light.shadowRadius = 3
light.shadowBias = 32
light.zNear=1;
light.zFar=1000;
light.shadowColor = UIColor.black.withAlphaComponent(1)
lightNode.light = light
//lightNodeb2.position = SCNVector3(x: -1, y: 10, z: 1)
lightNodeb2.rotation = SCNVector4Make(2, 0, 0, -Float.pi / 3)
self.sceneView.scene.rootNode.addChildNode(lightNode)
I have attached Current result and Expected result.
Current result
Expected Result
I'm a new programmer working on a simple demo iOS program which I use SceneKit to render the scene.
I want to rotate the camera to see different perspective of the scene. But the original camera control is little bit tricky. Especially when I want to rotate the scene in one direction. e.g. if I swipe from right to left and the camera goes from right to left, then go downwards, then go upwards, then go downwards again, finally it goes left again.
What I want to achieve is that when I swipe from right to the left, the camera rotate around the z-axis. And when I swipe up and down my camera just move up and down. And I can also zoom in and out. Additionally I want to set a constraint so that the camera won't go underground.
So I come up with an idea that I fix the camera to look at the object that I focus on. Then place the object in the center of the scene. And I want to rotate the scene just around z-axis when I swipe the screen.
I assume that I use panGestureRecognizer and translate the position change to a rotation order.But how can I achieve that?
Or you have some other idea to get this results?
Here's a simple version of what I write so far. I've tried using UIPanGestureRecognizer but it didn't work, so I delete it and set allowCameraControl = true
let sceneView = SCNView(frame: self.view.frame)
self.view.addSubview(sceneView)
let scene = SCNScene()
sceneView.scene = scene
let camera = SCNCamera()
let cameraNode = SCNNode()
cameraNode.camera = camera
cameraNode.position = SCNVector3(x: -5.0, y: 5.0, z: 5.0)
let light = SCNLight()
light.type = SCNLight.LightType.spot
light.spotInnerAngle = 30
light.spotOuterAngle = 80
light.castsShadow = true
let lightNode = SCNNode()
lightNode.light = light
lightNode.position = SCNVector3(x: 1.5, y: 1.5, z: 1.5)
let ambientLight = SCNLight()
ambientLight.type = SCNLight.LightType.ambient
ambientLight.color = UIColor(red: 0.2, green: 0.2, blue: 0.2, alpha: 1.0)
cameraNode.light = ambientLight
let cubeGeometry = SCNBox(width: 1.0, height: 1.0, length: 1.0, chamferRadius: 0.0)
let cubeNode = SCNNode(geometry: cubeGeometry)
let planeGeometry = SCNPlane(width: 50.0, height: 50.0)
let planeNode = SCNNode(geometry: planeGeometry)
planeNode.eulerAngles = SCNVector3(x: GLKMathDegreesToRadians(-90), y: 0, z: 0)
planeNode.position = SCNVector3(x: 0, y: -0.5, z: 0)
cameraNode.position = SCNVector3(x: -3.0, y: 3.0, z: 3.0)
let constraint = SCNLookAtConstraint(target: cubeNode)
constraint.isGimbalLockEnabled = true
cameraNode.constraints = [constraint]
lightNode.constraints = [constraint]
scene.rootNode.addChildNode(lightNode)
scene.rootNode.addChildNode(cameraNode)
scene.rootNode.addChildNode(cubeNode)
scene.rootNode.addChildNode(planeNode)
sceneView.allowsCameraControl = true
I solved this problem by using Spherical coordinate system.
General idea is to get the start position and the angle, then transform it to spherical coordinate system. Then you do rotation by just changing the two angle.
It's even easier to use spherical coordinate system to deal with pinch gesture. You just have to change the radius.
here's some code that I use.
func handlePan(_ gestureRecognize: UIPanGestureRecognizer) {
// retrieve scene
let carView = self.view as! SCNView
// save node data and pan gesture data
let cameraNode = carView.scene?.rootNode.childNode(withName: "Camera", recursively: true)!
//let translation = gestureRecognize.translation(in: gestureRecognize.view!)
let speed = gestureRecognize.velocity(in: gestureRecognize.view!)
var speedX = sign(Float(speed.x)) * Float(sqrt(abs(speed.x)))
var speedY = sign(Float(speed.y)) * Float(sqrt(abs(speed.y)))
if speedX.isNaN {speedX = 0}
if speedY.isNaN {speedY = 0}
// record start value
let cameraXStart = cameraNode!.position.x
let cameraYStart = cameraNode!.position.y
let cameraZStart = cameraNode!.position.z - 1.0
let cameraAngleStartZ = cameraNode!.eulerAngles.z
let cameraAngleStartX = cameraNode!.eulerAngles.x
let radiusSquare = cameraXStart * cameraXStart + cameraYStart * cameraYStart + cameraZStart * cameraZStart
// calculate delta value
let deltaAngleZ = -0.003 * Float(speedX)
let deltaAngleX = -0.003 * Float(speedY)
// get new Value
var cameraNewAngleZ = cameraAngleStartZ + deltaAngleZ
var cameraNewAngleX = cameraAngleStartX + deltaAngleX
if cameraNewAngleZ >= 100 * Float.pi {
cameraNewAngleZ = cameraNewAngleZ - 100 * Float.pi
} else if cameraNewAngleZ < -100 * Float.pi {
cameraNewAngleZ = cameraNewAngleZ + 100 * Float.pi
} else {
// set limit
if cameraNewAngleX > 1.4 {
cameraNewAngleX = 1.4
} else if cameraNewAngleX < 0.1 {
cameraNewAngleX = 0.1
}
// use angle value to get position value
let cameraNewX = sqrt(radiusSquare) * cos(cameraNewAngleZ - Float.pi/2) * cos(cameraNewAngleX - Float.pi/2)
let cameraNewY = sqrt(radiusSquare) * sin(cameraNewAngleZ - Float.pi/2) * cos(cameraNewAngleX - Float.pi/2)
let cameraNewZ = -sqrt(radiusSquare) * sin(cameraNewAngleX - Float.pi/2) + 1
if cameraNode?.camera?.usesOrthographicProjection == false {
cameraNode?.position = SCNVector3Make(cameraNewX, cameraNewY, cameraNewZ)
cameraNode?.eulerAngles = SCNVector3Make(cameraNewAngleX, 0, cameraNewAngleZ)
}
else if cameraNode?.camera?.usesOrthographicProjection == true {
cameraNode?.position = SCNVector3Make(0, 0, 10)
cameraNode?.eulerAngles = SCNVector3Make(0, 0, cameraNewAngleZ)
}
}
}
I am new in SceneKit, working with swift 3 and latest Vuforia library 6-2-9.
I have a problem with applying textures on custom 3D models.
fileprivate func createDefaultMarkerScene(with view: VuforiaEAGLView) -> SCNScene {
let scene = SCNScene()
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light?.type = .omni
lightNode.light?.color = UIColor.lightGray
lightNode.position = SCNVector3(x: 0, y: 0, z: 1000)
scene.rootNode.addChildNode(lightNode)
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light?.type = .ambient
ambientLightNode.light?.color = UIColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
let geoNode = SCNNode()
geoNode.name = "model_model"
let normalsSources = SCNGeometrySource(normals: normalsSCNVector3)
let verticesSources = SCNGeometrySource(vertices: verticesSCNVector3)
let texCoordsSources = SCNGeometrySource(textureCoordinates: texCoordCGPoint)
let indicesElements = SCNGeometryElement(indices: indices, primitiveType: SCNGeometryPrimitiveType.triangles)
geoNode.geometry = SCNGeometry(sources: [verticesSources, normalsSources, texCoordsSources], elements: [indicesElements])
geoNode.position = SCNVector3(x: 0, y: 0, z: 0)
geoNode.scale = SCNVector3(x: 50, y: 50, z: 50)
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "grad_ao.png")
geoNode.geometry?.firstMaterial = material
scene.rootNode.addChildNode(geoNode)
return scene
}
Model is properly rendered, but applied texture is completely messed up. I have tried with rotated image, also uv coordinates all ok [0..1].
Any ideas? Thank you
I have managed to fix an issue.
The key is in "texture.png" file.
I just need to flip the image for 180 degrees with:
material.diffuse.contentsTransform = SCNMatrix4Translate(SCNMatrix4MakeScale(1, -1, 1), 0, 1, 0)
I have the following SCNNode:
let box = SCNBox(width: 10.0, height: 10.0, length: 10.0, chamferRadius: 0)
let boxNode = SCNNode(geometry: box)
boxNode.position = SCNVector3(x: 0, y: 0, z: 0)
If I apply:
boxNode.scale = SCNVector3(x: 0.5, y: 0.5, z: 0.5)
it appears to have no effect on the size of the box. I've checked this with boxNode.getBoundingBoxMin(&v1, max: &v2). It's always the same and appears the same on-screen.
Am I missing something? The docs imply that setting the scale should affect the node's geometry and thus be a different size.
Thanks.
J.
I just tested in a playground and it worked perfectly for me. Perhaps your camera is zooming in to compensate for the smaller box?
import SceneKit
import SpriteKit
import XCPlayground
let sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 800, height: 600))
XCPlaygroundPage.currentPage.liveView = sceneView
var scene = SCNScene()
sceneView.scene = scene
sceneView.backgroundColor = SKColor.greenColor()
sceneView.debugOptions = .ShowWireframe
// default lighting
sceneView.autoenablesDefaultLighting = true
// a camera
var cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: 15, y: 15, z: 30)
scene.rootNode.addChildNode(cameraNode)
let box = SCNBox(width: 10.0, height: 10.0, length: 10.0, chamferRadius: 0)
let boxNode = SCNNode(geometry: box)
boxNode.position = SCNVector3(x: 0, y: 0, z: 0)
scene.rootNode.addChildNode(boxNode)
let centerConstraint = SCNLookAtConstraint(target: boxNode)
cameraNode.constraints = [centerConstraint]
let sphere = SCNSphere(radius: 4)
let sphereNode = SCNNode(geometry: sphere)
sphereNode.position = SCNVector3(x:15, y:0, z:0)
scene.rootNode.addChildNode(sphereNode)
//boxNode.scale = SCNVector3(x: 0.5, y: 0.5, z: 0.5)
Uncomment the last line and you'll see the box (10 x 10 x 10) switch switch from being larger than the sphere (diameter of 8) to being smaller than the sphere. Here it is after the scaling: