I am playing around with scene kit.
I do not know a lot about modeling but i created a very basic Sketchup model with no materials or textures.
I exported the model from ketchup and imported it into the scene.
As i move the camera around towards one end of the model the rear disappears and vice versa. As the camera rotates towards the front the rear gets shadowed in black.
What is the reason for this?
Lighting? Here is the code for the scene. Its a basic Xcode game project
// create a new scene
SCNScene *scene = [SCNScene sceneNamed:#"ship_transport.dae"];
// create and add a camera to the scene
SCNNode *cameraNode = [SCNNode node];
cameraNode.camera = [SCNCamera camera];
[scene.rootNode addChildNode:cameraNode];
// place the camera
cameraNode.position = SCNVector3Make(0, 0, 100);
// create and add an ambient light to the scene
SCNNode *ambientLightNode = [SCNNode node];
ambientLightNode.light = [SCNLight light];
ambientLightNode.light.type = SCNLightTypeAmbient
ambientLightNode.light.color = [UIColor whiteColor];
[scene.rootNode addChildNode:ambientLightNode];
// retrieve the ship node
SCNNode *ship = [scene.rootNode childNodeWithName:#"ship" recursively:YES];
ship.geometry.firstMaterial.diffuse.contents = [UIColor redColor];
ship.geometry.firstMaterial.specular.contents = [UIColor whiteColor];
SCNVector3 vector = SCNVector3Make(.1, .1, .1);
[ship setScale:vector];
//[scene.rootNode addChildNode:lightNode];
// animate the 3d object
[ship runAction:[SCNAction repeatActionForever:[SCNAction rotateByX:0 y:0 z:0 duration:1]]];
// retrieve the SCNView
SCNView *scnView = (SCNView *)self.view;
scnView.autoenablesDefaultLighting = true;
// set the scene to the view
scnView.scene = scene;
// allows the user to manipulate the camera
scnView.allowsCameraControl = YES;
// show statistics such as fps and timing information
scnView.showsStatistics = YES;
// configure the view
scnView.backgroundColor = [UIColor darkGrayColor];
Try setting the zFar property on the camera. Other related properties to try changing would be the xFov and yFov.
Related
I'm rendering a 3d model(car) using SceneKit.
Whenever user taps on a car, using SCNHitTestResult i'm trying to add annotation(a simple plane node).
//hit results are obtained using [sceneView hitTest:location options:nil]
SCNHitTestResult * result = hitResults[0];
if([result.node.name isEqualToString:#"Annotation"]){
[result.node removeFromParentNode];
return;
}
SCNMaterial *material = [SCNMaterial material];
material.diffuse.contents = [UIImage imageNamed:#"bug"];
SCNPlane *plane = [[SCNPlane alloc] init];
plane.width = 1.0;
plane.height = 1.0;
plane.cornerRadius = 0.5;
plane.firstMaterial = material;
SCNNode *planeNode = [[SCNNode alloc] init];
planeNode.position = result.worldCoordinates;
// planeNode.transform = cameraNode.transform;
planeNode.geometry = plane;
SCNBillboardConstraint *bbc = [[SCNBillboardConstraint alloc] init];
planeNode.constraints = #[bbc];
planeNode.name = #"Annotation";
[scene.rootNode addChildNode:planeNode];
Now the problem is, half of the plane(plane node added as annotation) gets hidden in the intersected node itself.
How can i prevent that... i dont want plane to be hidden. Ideally it should be circular plane. But half of it is missing. I'm thinking of moving it little bit towards the camera. Any help or suggestions will be helpful.
I'm trying to set the size of the camera node to be the same as the scene view. I've managed to set the scene view to fit the full screen, this is been proven by setting the background colour of this. This was achieved by the code below:
CGRect aFrame = self.sceneView.frame;
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
aFrame.size.width = screenWidth;
aFrame.size.height = screenHeight;
self.sceneView.frame = aFrame;
However when I initialise my camera node it doesn't seem to fill the scene view and I don't know how to access and set its size so the camera fills the whole screen. I'm fairly new to objective-c so all help is appreciated.
The code for the camera node can be found below:
- (nonnull SCNScene *)createScene {
SCNScene *scene = [SCNScene scene];
SCNNode *cameraNode = [SCNNode node];
cameraNode.camera = [SCNCamera camera];
cameraNode.position = SCNVector3Make(0, 0, 10);
[scene.rootNode addChildNode:cameraNode];
_cameraNode = cameraNode;
_trackableNodes = [NSMutableArray new];
return scene;
}
I want to use a toon-shader with SceneKit on iOS8+ to render a sphere with an Earth texture on it. I also want to add a toon shader for rendering the Earth. So far the shader works on the lighting, but the texture isn't shaded by the toon-shader (cp. to the image below, the texture should also be "tooned").
Someone any ideas?
Here's my view controller code (self.sceneKitView is an instance of SCNView):
#implementation ToonViewController
- (void)viewDidLoad {
[super viewDidLoad];
SCNScene *scene = [SCNScene scene];
// create and add a camera to the scene
SCNNode *cameraNode = [SCNNode node];
cameraNode.camera = [SCNCamera camera];
[scene.rootNode addChildNode:cameraNode];
// place the camera
cameraNode.position = SCNVector3Make(0, 0, 15);
// create and add a light to the scene
SCNNode *lightNode = [SCNNode node];
lightNode.light = [SCNLight light];
lightNode.light.type = SCNLightTypeOmni;
lightNode.position = SCNVector3Make(0, 10, 10);
[scene.rootNode addChildNode:lightNode];
// create and add an ambient light to the scene
SCNNode *ambientLightNode = [SCNNode node];
ambientLightNode.light = [SCNLight light];
ambientLightNode.light.type = SCNLightTypeAmbient;
ambientLightNode.light.color = [UIColor darkGrayColor];
[scene.rootNode addChildNode:ambientLightNode];
// set up the scene
self.sceneKitView.scene = scene;
self.sceneKitView.allowsCameraControl = YES;
self.sceneKitView.showsStatistics = NO;
self.sceneKitView.backgroundColor = [UIColor clearColor];
NSMutableDictionary* shaders = [[NSMutableDictionary alloc] init];
shaders[SCNShaderModifierEntryPointLightingModel] = [[NSString alloc] initWithContentsOfURL:[[NSBundle mainBundle] URLForResource:#"fixed_toon" withExtension:#"shader"]
encoding:NSUTF8StringEncoding
error:nil];
SCNNode* earth = [SCNNode nodeWithGeometry:[SCNSphere sphereWithRadius:5.0]];
earth.position = SCNVector3Make(0.0, 0.0, 0.0);
[scene.rootNode addChildNode:earth];
[earth runAction:[SCNAction repeatActionForever:[SCNAction rotateByX:0.0 y:0.25 z:0.0 duration:1.0]]];
SCNMaterial* earthMaterial = [SCNMaterial material];
earthMaterial.diffuse.contents = [UIImage imageNamed:#"Earth.png"];
earthMaterial.specular.contents = [UIColor whiteColor];
earthMaterial.specular.intensity = 0.2;
earthMaterial.locksAmbientWithDiffuse = NO;
earthMaterial.shaderModifiers = shaders;
earth.geometry.firstMaterial = earthMaterial;
}
#end
And this is the fixed_toon.shader file:
vec3 lDir = normalize(vec3(0.1, 1.0, 1.0));
float dotProduct = dot(_surface.normal, lDir);
_lightingContribution.diffuse += (dotProduct*dotProduct*_light.intensity.rgb);
_lightingContribution.diffuse = floor(_lightingContribution.diffuse*4.0)/3.0;
vec3 halfVector = normalize(lDir + _surface.view);
dotProduct = max(0.0, pow(max(0.0, dot(_surface.normal, halfVector)), _surface.shininess));
dotProduct = floor(dotProduct*3.0)/3.0;
//_lightingContribution.specular += (dotProduct*_light.intensity.rgb);
_lightingContribution.specular = vec3(0,0,0);
The shader you have is only a lighting shader. If you want the earth to be tooned, you need a fragment shader.
Look at the shader file all of the math is related to light. You need something that will adjust the pixel color of the texture. Then connect it using the SCNShaderModifierEntryPointFragment entry point.
I have a 3D sphere model saved as a dae file and loaded to xcode.
Problem is I cannot get it spinning/rotating - it just stays static... I've tried several ways, even tried to get the camera to move around it.
SCNScene *model = [SCNScene sceneNamed:#"model3.dae"];
SK3DNode *node = [[SK3DNode alloc] initWithViewportSize:CGSizeMake(50, 50)];
//workaround
id s1 = [node valueForKey:#"_scnRenderer"];
NSLog(#"%#", s1);
node.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:node.frame.size.width/2];
node.physicsBody.affectedByGravity = NO;
node.physicsBody.allowsRotation = YES;
node.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[node setScnScene:model];
//THIS IS THE PART! I cannot get it to spin around
CABasicAnimation *rotationAnimation = [CABasicAnimation animationWithKeyPath:#"rotation"];
rotationAnimation.toValue = [NSValue valueWithSCNVector4:SCNVector4Make(1, 2, 3, M_PI * 2)];
rotationAnimation.duration = 1;
rotationAnimation.repeatCount = FLT_MAX;
[model.rootNode addAnimation:rotationAnimation forKey:nil];
//camera
SCNCamera *camera = [SCNCamera camera];
camera.xFov = 0;
camera.yFov = 0;
camera.zNear = 0.0;
camera.zFar = 10.0;
SCNNode *cameraNode = [SCNNode node];
cameraNode.camera = camera;
cameraNode.position = SCNVector3Make(0, 0, 5);
[model.rootNode addChildNode:cameraNode];
node.pointOfView = cameraNode;
[world addChild:node];
Any ideas? Basically I want to try get the 3D model moving around inside the SK3DNode. Hope this makes sense. Think spinning planet.
Thanks in advance,
Alex
modifying the transform (by adding an animation, for instance) of the root node of a scene has no effect because the camera is held by a child node of that root node. The relative transform between the sphere and the camera stays the same. You should add an animation to the camera node or to the sphere node instead.
I'm working with SceneKit. The object SCNNode is rotated relative to the center. How to change anchor point of the SCNNode?
SCNScene *scene = [SCNScene new];
SCNBox *boxGeometry = [SCNBox boxWithWidth:384.f height:512.f length:20.f chamferRadius:0];
SCNMaterial *material = [SCNMaterial new];
material.diffuse.contents = [UIImage imageNamed:#"material"];
SCNNode *boxNode = [SCNNode nodeWithGeometry:boxGeometry];
boxNode.geometry.firstMaterial = material;
boxNode.pivot = SCNMatrix4MakeTranslation(0.5f, 0.5f, 0.5f);
[scene.rootNode addChildNode:boxNode];
self.sceneView.scene = scene;
self.sceneView.allowsCameraControl = YES;
Your pivot transform translation is very small compared to the size of your box. It's not normalized.
If you want to translate around one of the corners you should translate half of the side in all directions.
boxNode.pivot = SCNMatrix4MakeTranslation(384.0/2.0, 512.0/2.0, 20.0/2.0);
As a simple example :
yourSceneNode.pivot = SCNMatrix4MakeTranslation(0.5, 0.5, 0.5),
where you change the node's position, rotation and scale properties.
SCNNode class reference explains this nicely