isgl3d pod file did not show in iPad - ios

I am trying to import POD file 3d object(export from Blender using) into my ipad using ISGL3D frameworks. I did not get any error but my ipad only show black screen. I try to debug line by line and it seems like is the camera problem.
Here are my code in HelloWorldView:
- (id) init {
if ((self = [super init])) {
container = [[self.scene createNode] retain];
// Import pod data
_podImporter = [Isgl3dPODImporter podImporterWithFile:#"ee.pod"];
Isgl3dLight * light = [Isgl3dLight lightWithHexColor:#"000000" diffuseColor:#"FFFFFF" specularColor:#"FFFFFF" attenuation:0.001];
light.position = iv3(0, 0, 2);
light.renderLight = YES;
[container addChild:light];
///Problem seems to start from below
[self.camera removeFromParent];
self.camera = [_podImporter cameraAtIndex:0];
[self.scene addChild:self.camera];
role01 = [_podImporter meshNodeWithName:#"Sphere"];
[vound addChild:role01];
[self schedule:#selector(tick:)];
}
return self;}
I tried to add just the 3d object with out the _podImporter camera and I get exception that it cannot locate my 3d object. Please help and thanks!

Took me a while to find out the problem:
I missed out this code:
[_podImporter buildSceneObjects];
So the proper code to get podImporter to work is
- (id) init {
if ((self = [super init])) {
container = [[self.scene createNode] retain];
// Import pod data
_podImporter = [Isgl3dPODImporter podImporterWithFile:#"ee.pod"];
[_podImporter buildSceneObjects];///<--- Put it here or anywhere before the camera code
Isgl3dLight * light = [Isgl3dLight lightWithHexColor:#"000000" diffuseColor:#"FFFFFF" specularColor:#"FFFFFF" attenuation:0.001];
light.position = iv3(0, 0, 2);
light.renderLight = YES;
[container addChild:light];
[self.camera removeFromParent];
self.camera = [_podImporter cameraAtIndex:0];
[self.scene addChild:self.camera];
role01 = [_podImporter meshNodeWithName:#"Sphere"];
[vound addChild:role01];
[self schedule:#selector(tick:)];
}
return self;}

Related

Change SCNScene's sceneNamed programmatically

I am trying to change a current sceneNamed with code but it seems my method has some problems. First, the new scene will be changed but I have to touch or rate the object to changing process happens.Second, it seems childNodeWithName doesn't change at all ! Here is my code :
- (void)load3DObjectName:(NSString*)name nodeName:(NSString*)nodeName zPhone:(CGFloat)positioniPhone zPad:(CGFloat)positioniPad{
SCNScene * scene = [SCNScene sceneNamed:name];
// retrieve the ship node
SCNNode *trex = [scene.rootNode childNodeWithName:nodeName recursively:YES];
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
trex.position = SCNVector3Make(0, 0, positioniPhone);
} else {
trex.position = SCNVector3Make(0, 0, positioniPad);
}
_the3DScence.scene = scene;
_the3DScence.autoenablesDefaultLighting = YES;
_the3DScence.allowsCameraControl = YES;
_the3DScence.backgroundColor = [UIColor colorWithRed:0.92 green:0.92 blue:0.92 alpha:1.00];
}
// Load default object :
- (void)viewDidLoad {
[self load3DObjectName:#"cube.dae" nodeName:#"cube1" zPhone:-40 zPad:-30];
}
//Trying to change the 3D object with button:
- (IBAction)nextObject:(id)sender {
[self load3DObjectName:#"redCube.dae" nodeName:#"cube2" zPhone:-40 zPad:-30];
}
- (IBAction)changeIt:(id)sender {
[self load3DObjectName:#"dayere.dae" nodeName:#"Sphere" zPhone:-40 zPad:-40];
}
Here is a source code :
https://www.dropbox.com/s/rrvbxmrb9wcrnoj/3D%20Objects%20Change.zip?dl=0
The code in the Dropbox version is not what I posted above. Here is the Dropbox version:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self load3DObjectName:#"cube.dae" nodeName:#"Cube" zPhone:-40 zPad:-40];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void)load3DObjectName:(NSString*)name nodeName:(NSString*)nodeName zPhone:(CGFloat)positioniPhone zPad:(CGFloat)positioniPad{
SCNScene * scene = [SCNScene sceneNamed:name];
// retrieve the ship node
SCNNode *node = [scene.rootNode childNodeWithName:nodeName recursively:YES];
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
node.position = SCNVector3Make(0, 0, positioniPhone);
}
else {
node.position = SCNVector3Make(0, 0, positioniPad);
}
_the3DView.scene = scene;
_the3DView.autoenablesDefaultLighting = YES;
_the3DView.allowsCameraControl = YES;
_the3DView.backgroundColor = [UIColor colorWithRed:0.92 green:0.92 blue:0.92 alpha:1.00];
}
- (IBAction)changeIt:(id)sender {
[self load3DObjectName:#"dayere.dae" nodeName:#"Sphere" zPhone:-40 zPad:-40];
}
So I have take a look at your project. here is the issue: you don't have camera in you scenes. So I put camera for your each scenes manually at the same distance, and moved the nodes as desired. here is what it looks like now:
- (void)load3DObjectName:(NSString*)name nodeName:(NSString*)nodeName zPhone:(CGFloat)positioniPhone zPad:(CGFloat)positioniPad
{
SCNScene * scene = [SCNScene sceneNamed:name];
SCNNode *node = [scene.rootNode childNodeWithName:nodeName recursively:YES];
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{
node.position = SCNVector3Make(0, 0, positioniPhone);
} else {
node.position = SCNVector3Make(0, 0, positioniPad);
}
SCNCamera *cam = [[SCNCamera alloc] init];
cam.xFov = 35;
cam.yFov = 35;
cam.zFar = 5000;
cam.zNear = 0;
SCNNode *camNode = [[SCNNode alloc] init];
camNode.camera = cam;
camNode.position = SCNVector3Make(0, 0, 400);
[scene.rootNode addChildNode:camNode];
_the3DView.pointOfView = camNode;
_the3DView.scene = scene;
_the3DView.autoenablesDefaultLighting = YES;
_the3DView.allowsCameraControl = YES;
_the3DView.backgroundColor = [UIColor colorWithRed:0.92 green:0.92 blue:0.92 alpha:1.00];
}
and I also changed the your object positions for testing purposes:
- (IBAction)changeIt:(id)sender
{
[self load3DObjectName:#"dayere.dae" nodeName:#"Sphere" zPhone:-340 zPad:-340];
}
and this one as well:
- (void)viewDidLoad
{
[super viewDidLoad];
[self load3DObjectName:#"cube.dae" nodeName:#"Cube" zPhone:-40 zPad:-40];
}
and last but not least, the screen shots:
It looks to me like your second round of code works fine. I notice that you're loading different scenes/nodes in the Dropbox sample than you are in the code you posted first. So that makes me think there's something in your DAE file that isn't what you expect it to be. Check for node names that are missing or misspelled. Add NSAssert calls after your childNodeWithName: and sceneNamed: calls, to make sure that you really did successfully load the scene and find the child node.
SCNScene * scene = [SCNScene sceneNamed:name];
NSAssert(scene, #"failed to load scene named %#", name);
// retrieve the ship node
SCNNode *node = [scene.rootNode childNodeWithName:nodeName recursively:YES];
NSAssert(node, #"couldn't fine child node named %#", nodeName);
If the NSAsserts fail, use your 3D editing tool to fix your Collada file.
Note also that when you replace the3DView.scene (aside: please don't bang instance variables directly, use accessor methods instead!), you're replacing the camera and lighting too. So you should expect a jerk in the camera positioning. Maybe you want to animate this? Or remove/replace nodes for the objects, without messing with camera and lighting?
When I run the code you posted to Dropbox, I see a screen full of red. When I zoom away, and rotate the camera, it looks like this:
After I tap the "Button" button, I see this:

Bonbons falling continuously from random positions

I have got the following problem in SpriteKit: My aim is to let bonbons fall continuously from the top of the screen. These bonbons can be collected by the player. Every 0.8 seconds or so, another bonbon should fall down and when the player collides with one of the bonbons, it should disappear. This is my code:
-(void)populate {
for (int i = 0; i < 2; i++) {
[self generate];
}
}
-(void)generate {
Y = (arc4random() % 280) - 140;
bonbon = [SKSpriteNode spriteNodeWithImageNamed:#"Bonbon.png"];
bonbon.size = CGSizeMake(20, 20);
bonbon.name = #"bonbon";
bonbon.physicsBody.categoryBitMask = bonbonCategory;
bonbon.position = CGPointMake(Y, 500);
bonbon.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:bonbon.size.width/2];
bonbon.physicsBody.dynamic = YES;
[bonbon addChild:bonbon];
}
-(void)didBeginContact:(SKPhysicsContact *)contact
{
if ([contact.bodyA.node.name isEqualToString: #"wallLeft"] || [contact.bodyB.node.name isEqualToString: #"wallLeft"])
{
[hero.physicsBody applyImpulse: CGVectorMake(100, 60)];
self.jumpDirection = YES;
}
else if ([contact.bodyA.node.name isEqualToString: #"bonbon"] || [contact.bodyB.node.name isEqualToString: #"bonbon"])
{
[world enumerateChildNodesWithName:#"bonbon" usingBlock:^(SKNode *node, BOOL *stop) {
PointsLabel *pointsLabel = (PointsLabel *)[self childNodeWithName:#"pointsLabel"];
[pointsLabel increment];
NSLog(#"didContactBonbon");
[bonbon removeFromParent];
NSLog(#"removedFromParent");
}];
}
else {
[hero.physicsBody applyImpulse: CGVectorMake(-100, 60)];
self.jumpDirection = NO;
}
}
I hope you understand my problem. Currently, no bonbons are falling at all. If you need more information, please do not hesitate to ask.
Greets
edit: I hope the formatting is better now. I am quite a newbie, i'm sorry for foolish mistakes :) This is in my MyScene.m, when is call the populate in the initWithSize method with [self populate]; I receive the message signal SIGABRT. What did I do wrong?
I think the problem is that you are adding your SKSpriteNode named bonbon to itself with :
- (void)generate {
...
bonbon = [SKSpriteNode spriteNodeWithImageNamed:#"Bonbon.png"];
...
[bonbon addChild:bonbon];
}
Try to add bonbon to your SKScene instance.
To use an SKView instance you have to create a UIViewController and give its view the SKView class. You can do that in your storyboard.
Then, in your viewController :
#implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
// Configure the scene
SKScene *scene = [SKScene sceneWithSize:self.view.bounds.size];
// You can add objects to your scene
[scene addChild:bonbon];
// Present the scene.
[skView presentScene:scene];
}
#end
This is a very simple example but if you want more information, I suggest you read this tutorial: Sprite Kit Tutorial for Beginners.

How do I initialize all scenes at the start in Sprite Kit?

Whenever I want to transition to a certain scene, it takes a couple of seconds before the SKTransition even starts. Is it possible to have all scenes initialized before the game starts?
NewScene *newScene = [NewScene sceneWithSize:self.size];
SKTransition *reveal = [SKTransition moveInWithDirection:SKTransitionDirectionUp duration:0.5];
reveal.pausesIncomingScene = NO;
[self.view presentScene:newScene transition:reveal];
I've tried this with didMoveToView as well:
#implementation NewScene
-(id)initWithSize:(CGSize)size {
if(self = [super initWithSize:size]) {
// Load a bunch of stuff like this:
SKSpriteNode *menuButton = [SKSpriteNode spriteNodeWithImageNamed:#"mainMenu"];
menuButton.position = CGPointMake(self.frame.size.width/2,self.frame.size.height/4);
menuButton.name = #"menuButton";
[self addChild:menuButton];
[menuButton setScale:0.8];
}
}
How can I make sure that my Sprite Kit game runs smoothly?
EDIT:
It turns out the problem was that I kept putting the main thread to sleep to fade out music. I've made all my audio methods run in the background and it works fine now.
A good approach is to load all resources asyncronously before SKScene's initialization. Apple uses this approach in Adventure game:
NewScene.h:
typedef void (^AGAssetLoadCompletionHandler)(void);
#interface GameScene : SKScene<SKPhysicsContactDelegate, UIGestureRecognizerDelegate>
+ (void)loadSceneAssetsWithCompletionHandler:(AGAssetLoadCompletionHandler)handler;
#end
NewScene.m:
#implementation NewScene
-(id)initWithSize:(CGSize)size {
if(self = [super initWithSize:size]) {
// Load a bunch of stuff like this:
SKSpriteNode *menuButton = [SKSpriteNode spriteNodeWithTexture:[self menuButtonTexture];
menuButton.position = CGPointMake(self.frame.size.width/2,self.frame.size.height/4);
menuButton.name = #"menuButton";
[self addChild:menuButton];
[menuButton setScale:0.8];
}
}
#pragma mark - Shared Assets
+ (void)loadSceneAssetsWithCompletionHandler:(AGAssetLoadCompletionHandler)handler {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
// Load the shared assets in the background.
[self loadSceneAssets];
if (!handler) {
return;
}
dispatch_async(dispatch_get_main_queue(), ^{
// Call the completion handler back on the main queue.
handler();
});
});
}
+ (void)loadSceneAssets {
sBackgroundTexture = [SKTexture textureWithImageNamed:#"background"];
sMenuButtonTexture = [SKTexture textureWithImageNamed:#"mainMenu"];
// etc.
}
static SKTexture *sBackgroundTexture = nil;
- (SKTexture *)backgroundTexture {
return sBackgroundTexture;
}
static SKTexture *sMenuButtonTexture = nil;
- (SKTexture *)menuButtonTexture {
return sMenuButtonTexture;
}
#end
Then just present NewScene from your UIViewController:
if (!self.skView.scene) {
CGSize viewSize = self.view.bounds.size;
// Here you can present some loading scene or splash screen
[NewScene loadSceneAssetsWithCompletionHandler:^{
NewScene *scene = [[NewScene alloc] initWithSize:viewSize];
[self.skView presentScene:scene transition:[SKTransition crossFadeWithDuration:1.f]];
}];
}

SpriteKit applyForce not working

I want my character to move to the right by force. But it is not working on this code below. I don't know what I missed here, but the player stands still on the bottom without any movement. Any clue?
// MyScene.h
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
[self.player.physicsBody applyForce: CGVectorMake(100, 100)];
}
-(void)createSceneContents {
self.currentBackground = [Background generateBackground];
[self addChild: self.currentBackground];
self.physicsWorld.gravity = CGVectorMake(0, _gravity);
self.physicsWorld.contactDelegate = self;
Player *player = [[Player alloc]init];
player.size = CGSizeMake(80, 70);
player.position = CGPointMake([UIScreen mainScreen].applicationFrame.size.width/2, 40);
[self addChild:player];
}
//Player.h
#import "Player.h"
#import "common.h"
#implementation Player
- (instancetype)init {
self = [super initWithImageNamed:#"player.png"];
self.name = #"player";
NSLog(#"%f %f", self.size.width, self.size.height);
self.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(20, 70)];
self.physicsBody.dynamic = YES;
self.physicsBody.allowsRotation = NO;
self.physicsBody.affectedByGravity = YES;
self.physicsBody.collisionBitMask = ~poopCategory & groundCategory;
self.physicsBody.categoryBitMask = playerCategory;
self.physicsBody.contactTestBitMask = poopCategory;
self.zPosition = 100;
//self.anchorPoint = CGPointMake(0.5, 0);
return self;
}
It looks like you are using a property named player in the scene, but you are initializing a sprite named player but never storing it in the scene's property. NSLog self.player and you'll see it's nil.

Particle system looks different on iOS 6 and ios7

I have a couple of particle systems on my app that I checked originally on an iPad 3 with ios7. The particles looked and behaved like I expected them, but when I test on an iPad2 with ios6. The particles are displaced up and are smaller. I have a subclass for the particles. Here's the code for one of my particle systems. I was wandering if the CGREctMake is positioning the particle in a different area on a non retina display, but that doesn't happen when I position other things on the display.
Code to call the particles.
- (void)ShowSteamEffect
{
//Create view for Steam particle effect.
CGRect SteamFrame = CGRectMake(790, 380, 100, 100);
//Show Steam effect
ShowSteam = [[SteamEffect alloc]initWithFrame:SteamFrame];
ShowSteam.hidden = NO;
[self.view insertSubview:ShowSteam aboveSubview:imgComputerLights];
}
Steam subclass.
#import "SteamEffect.h"
#implementation SteamEffect
{
CAEmitterLayer* SteamEmitter;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
SteamEmitter = (CAEmitterLayer*) self.layer;
//SteamEmitter.emitterPosition= CGPointMake(0, 0);
//SteamEmitter.emitterSize = CGSizeMake(10,10);
CAEmitterCell* Steam = [CAEmitterCell emitterCell];
Steam.birthRate = 50;
Steam.spin = .6;
Steam.lifetime = 1.7;
Steam.alphaRange = 0.2;
Steam.alphaSpeed = 0.2;
Steam.contents = (id)[[UIImage imageNamed:#"Steam1.png"]CGImage];
Steam.velocity = 30;
Steam.velocityRange = 50;
Steam.emissionLongitude = -60;
Steam.emissionRange = M_1_PI;
Steam.scale = .2;
Steam.scaleSpeed = .5;
Steam.yAcceleration = -200;
SteamEmitter.renderMode = kCAEmitterLayerBackToFront;
SteamEmitter.emitterShape = kCAEmitterLayerCircle;
SteamEmitter.emitterCells = #[Steam];
}
return self;
}
-(void)didMoveToSuperview
{
[super didMoveToSuperview];
if (self.superview==nil) return;
[self performSelector:#selector(disableEmitterCell) withObject:nil afterDelay:0.5];
}
-(void)disableEmitterCell
{
[SteamEmitter setValue:#0 forKeyPath:#"birthRate"];
}
+ (Class) layerClass
{
//tell UIView to use the CAEmitterLayer root class
return [CAEmitterLayer class];
}
- (void) setEmitterPosition:(CGPoint)pos
{
SteamEmitter.emitterPosition = pos;
}
- (void) toggleOn:(bool)on
{
//SteamEmitter.birthRate = on? 300 : 0;
}

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