SceneKitMaterialEditor/ASCAppDelegate.m
/* |
File: ASCAppDelegate.m |
Abstract: This is the main controller for the application and handles the setup of the view and the creation of a scene. It declares properties for Cocoa Bindings extensively used in MainMenu.xib to display rich information about a node's geometry and its materials. An instance of this class is created in MainMenu.xib and uses an outlet for the view (connected in the xib). |
Version: 1.0 |
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*/ |
#import "ASCAppDelegate.h" |
#import "ASCValueTransformers.h" |
@implementation ASCAppDelegate |
#pragma mark - Material presets |
- (SCNMaterial *)chromeMaterial { |
SCNMaterial *material = [SCNMaterial material]; |
material.diffuse.contents = [NSColor blackColor]; |
// We build a cubemap using an array of 6 images |
NSArray *mapArray = @[ [NSImage imageNamed:@"right.jpg"], |
[NSImage imageNamed:@"left.jpg"], |
[NSImage imageNamed:@"top.jpg"], |
[NSImage imageNamed:@"bottom.jpg"], |
[NSImage imageNamed:@"back.jpg"], |
[NSImage imageNamed:@"front.jpg"] ]; |
material.reflective.contents = mapArray; |
material.normal.contents = [NSImage imageNamed:@"chrome-normal"]; |
material.specular.contents = [NSColor whiteColor]; |
material.shininess = 100.0; |
material.locksAmbientWithDiffuse = YES; |
return material; |
} |
- (SCNMaterial *)earthMaterial { |
SCNMaterial *material = [SCNMaterial material]; |
material.diffuse.contents = [NSImage imageNamed:@"earth-diffuse"]; |
material.normal.contents = [NSImage imageNamed:@"earth-normal"]; |
material.reflective.contents = [NSImage imageNamed:@"earth-reflective"]; |
material.specular.contents = [NSImage imageNamed:@"earth-specular"]; |
material.locksAmbientWithDiffuse = YES; |
return material; |
} |
- (SCNMaterial *)screeMaterial { |
SCNMaterial *material = [SCNMaterial material]; |
material.diffuse.contents = [NSImage imageNamed:@"scree-diffuse"]; |
material.multiply.contents = [NSImage imageNamed:@"scree-multiply"]; |
material.normal.contents = [NSImage imageNamed:@"scree-normal"]; |
material.specular.contents = [NSColor colorWithDeviceWhite:0.3 alpha:1]; |
material.shininess = 0.2; |
material.locksAmbientWithDiffuse = YES; |
return material; |
} |
- (SCNMaterial *)stoneMaterial { |
SCNMaterial *material = [SCNMaterial material]; |
material.diffuse.contents = [NSImage imageNamed:@"stone-diffuse"]; |
material.normal.contents = [NSImage imageNamed:@"stone-normal"]; |
material.specular.contents = [NSColor colorWithDeviceWhite:0.3 alpha:1]; |
material.locksAmbientWithDiffuse = YES; |
return material; |
} |
- (SCNMaterial *)woodMaterial { |
SCNMaterial *material = [SCNMaterial material]; |
material.diffuse.contents = [NSImage imageNamed:@"wood-diffuse"]; |
material.normal.contents = [NSImage imageNamed:@"wood-bump"]; |
material.specular.contents = [NSImage imageNamed:@"wood-specular"]; |
material.locksAmbientWithDiffuse = YES; |
return material; |
} |
#pragma mark - Material |
- (void)selectMaterialPresetAtIndex:(NSUInteger)index { |
static NSArray *materials = nil; |
if (materials == nil) { |
materials = @[ [self chromeMaterial], |
[SCNMaterial material], |
[self earthMaterial], |
[self screeMaterial], |
[self stoneMaterial], |
[self woodMaterial] ]; |
} |
SCNMaterial *material = [materials[index] copy]; |
// Configure all the material properties |
void(^configureMaterialProperty)(SCNMaterialProperty *materialProperty) = ^(SCNMaterialProperty *materialProperty) { |
// Setup a trilinear filtering |
// this is to reduce the aliasing when minimizing / maximizing the images |
materialProperty.minificationFilter = SCNLinearFiltering; |
materialProperty.magnificationFilter = SCNLinearFiltering; |
materialProperty.mipFilter = SCNLinearFiltering; |
// Repeat the texture if necessary |
materialProperty.wrapS = SCNRepeat; |
materialProperty.wrapT = SCNRepeat; |
}; |
configureMaterialProperty(material.ambient); |
configureMaterialProperty(material.diffuse); |
configureMaterialProperty(material.specular); |
configureMaterialProperty(material.emission); |
configureMaterialProperty(material.transparent); |
configureMaterialProperty(material.reflective); |
configureMaterialProperty(material.multiply); |
configureMaterialProperty(material.normal); |
// Make the material visible from the two sides - front and back |
material.doubleSided = YES; |
// Set the material and update the geometry accordingly |
self.material = material; |
_modelNode.geometry.materials = @[_material]; |
} |
- (IBAction)selectMaterialPreset:(id)sender { |
[self selectMaterialPresetAtIndex:[sender indexOfSelectedItem]]; |
} |
#pragma mark - Model geometry |
- (void)setModelIndex:(NSUInteger)index { |
static NSArray *models = nil; |
if (models == nil) { |
models = @[ [SCNSphere sphereWithRadius:8.0], |
[SCNCylinder cylinderWithRadius:8.0 height:8.0], |
[SCNBox boxWithWidth:10 height:10 length:10 chamferRadius:0], |
[SCNPlane planeWithWidth:15 height:15], |
[SCNTorus torusWithRingRadius:8 pipeRadius:3] ]; |
} |
_modelIndex = index; |
// Set the right geometry with the right material |
_modelNode.geometry = models[_modelIndex]; |
_modelNode.geometry.materials = @[_material]; |
} |
#pragma mark - |
- (void)awakeFromNib { |
// Create a scene |
SCNScene *scene = [SCNScene scene]; |
// Add a camera to the scene |
SCNNode *cameraNode = [SCNNode node]; |
cameraNode.camera = [SCNCamera camera]; |
cameraNode.position = SCNVector3Make(0, 0, 30); |
[scene.rootNode addChildNode:cameraNode]; |
// Add a diffuse light to the scene |
self.diffuseLightNode = [SCNNode node]; |
_diffuseLightNode.light = [SCNLight light]; |
_diffuseLightNode.light.type = SCNLightTypeOmni; |
_diffuseLightNode.position = SCNVector3Make(-30, 30, 50); |
[scene.rootNode addChildNode:_diffuseLightNode]; |
// Add an ambient light to the scene |
self.ambientLightNode = [SCNNode node]; |
_ambientLightNode.light = [SCNLight light]; |
_ambientLightNode.light.type = SCNLightTypeAmbient; |
_ambientLightNode.light.color = [NSColor colorWithDeviceWhite:0.1 alpha:1.0]; |
[scene.rootNode addChildNode:_ambientLightNode]; |
// Create a plane in the background |
// this will allow to test and play with the transparency settings |
SCNPlane *plane = [SCNPlane planeWithWidth:30 height:30]; |
plane.firstMaterial.diffuse.contents = [NSImage imageNamed:@"checkboard"]; // Set a checkerboard in the background |
plane.firstMaterial.lightingModelName = SCNLightingModelConstant; // Use the constant lighting model: we don't want the lighting to be applied to our background |
SCNNode *planeNode = [SCNNode node]; |
planeNode.geometry = plane; |
planeNode.position = SCNVector3Make(0, 0, -10); |
planeNode.renderingOrder = -1; // render the background first to allow testing the "writeToDepthBuffer" property |
[scene.rootNode addChildNode:planeNode]; |
// Create a node to attach the geometry later on |
self.modelNode = [SCNNode node]; |
[scene.rootNode addChildNode:_modelNode]; |
// Select a default model and material |
[self selectMaterialPresetAtIndex:2]; |
self.modelIndex = 0; |
// Configure the view |
_view.scene = scene; |
_view.selectionDelegate = self; |
_view.backgroundColor = [NSColor clearColor]; |
} |
#pragma mark - ASCViewDelegate |
- (SCNNode *)selectedObjectForView:(ASCView *)view { |
return _modelNode; |
} |
#pragma mark - NSApplicationDelegate |
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender { |
return YES; |
} |
@end |
Copyright © 2012 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2012-07-31