Scene Kit Session WWDC 2013/Sources/Slides/ASCSlideGeometry.m
/* |
File: ASCSlideGeometry.m |
Abstract: Explains how geometries are made. |
Version: 1.1 |
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*/ |
#import <GLKit/GLKMath.h> |
#import "ASCPresentationViewController.h" |
#import "ASCSlideTextManager.h" |
#import "ASCSlide.h" |
#import "Utils.h" |
@interface ASCSlideGeometry : ASCSlide |
@end |
@implementation ASCSlideGeometry { |
SCNNode *_teapotNodeForPositionsAndNormals; |
SCNNode *_teapotNodeForUVs; |
SCNNode *_teapotNodeForMaterials; |
SCNNode *_positionsVisualizationNode; |
SCNNode *_normalsVisualizationNode; |
} |
- (NSUInteger)numberOfSteps { |
return 6; |
} |
- (void)setupSlideWithPresentationViewController:(ASCPresentationViewController *)presentationViewController { |
// Set the slide's title and subtile and add some text |
self.textManager.title = @"Node Attributes"; |
self.textManager.subtitle = @"Geometry"; |
[self.textManager addBullet:@"Triangles" atLevel:0]; |
[self.textManager addBullet:@"Vertices" atLevel:0]; |
[self.textManager addBullet:@"Normals" atLevel:0]; |
[self.textManager addBullet:@"UVs" atLevel:0]; |
[self.textManager addBullet:@"Materials" atLevel:0]; |
// We create a container for several versions of the teapot model |
// - one teapot to show positions and normals |
// - one teapot to show texture coordinates |
// - one teapot to show materials |
SCNNode *allTeapotsNode = [SCNNode node]; |
allTeapotsNode.rotation = SCNVector4Make(1, 0, 0, -M_PI_2); |
[self.groundNode addChildNode:allTeapotsNode]; |
_teapotNodeForPositionsAndNormals = [allTeapotsNode asc_addChildNodeNamed:@"TeapotLowRes" fromSceneNamed:@"teapotLowRes" withScale:17]; |
_teapotNodeForUVs = [allTeapotsNode asc_addChildNodeNamed:@"Teapot" fromSceneNamed:@"teapot" withScale:17]; |
_teapotNodeForMaterials = [allTeapotsNode asc_addChildNodeNamed:@"teapotMaterials" fromSceneNamed:@"teapotMaterial" withScale:17]; |
_teapotNodeForPositionsAndNormals.position = SCNVector3Make(4, 0, 0); |
_teapotNodeForUVs.position = SCNVector3Make(4, 0, 0); |
_teapotNodeForMaterials.position = SCNVector3Make(4, 0, 0); |
[_teapotNodeForMaterials childNodesPassingTest:^BOOL(SCNNode *child, BOOL *stop) { |
for (SCNMaterial *material in child.geometry.materials) { |
material.normal.intensity = 0.3; |
material.reflective.contents = [NSColor whiteColor]; |
material.reflective.intensity = 3.0; |
material.fresnelExponent = 3.0; |
} |
return NO; |
}]; |
// Animate the teapots (rotate forever) |
CABasicAnimation *rotationAnimation = [CABasicAnimation animationWithKeyPath:@"rotation"]; |
rotationAnimation.duration = 40.0; |
rotationAnimation.repeatCount = FLT_MAX; |
rotationAnimation.toValue = [NSValue valueWithSCNVector4:SCNVector4Make(0, 0, 1, M_PI * 2)]; |
[_teapotNodeForPositionsAndNormals addAnimation:rotationAnimation forKey:nil]; |
[_teapotNodeForUVs addAnimation:rotationAnimation forKey:nil]; |
[_teapotNodeForMaterials addAnimation:rotationAnimation forKey:nil]; |
// Load the "explode" shader modifier and add it to the geometry |
NSString *explodeShaderPath = [[NSBundle mainBundle] pathForResource:@"explode" ofType:@"shader"]; |
NSString *explodeShaderSource = [NSString stringWithContentsOfFile:explodeShaderPath encoding:NSUTF8StringEncoding error:nil]; |
_teapotNodeForPositionsAndNormals.geometry.shaderModifiers = @{ SCNShaderModifierEntryPointGeometry : explodeShaderSource}; |
// Build nodes that will help visualize the vertices (position and normal) |
[self buildVisualizationsOfNode:_teapotNodeForPositionsAndNormals |
positionsNode:&_positionsVisualizationNode |
normalsNode:&_normalsVisualizationNode]; |
[_teapotNodeForPositionsAndNormals addChildNode:_positionsVisualizationNode]; |
[_teapotNodeForPositionsAndNormals addChildNode:_normalsVisualizationNode]; |
} |
- (void)presentStepIndex:(NSUInteger)index withPresentionViewController:(ASCPresentationViewController *)presentationViewController { |
switch (index) { |
case 0: |
{ |
// Adjust the near clipping plane of the spotlight to maximize the precision of the dynamic drop shadows |
[presentationViewController.spotLight.light setAttribute:@(30) forKey:SCNLightShadowNearClippingKey]; |
// Show what needs to be shown, hide what needs to be hidden |
_positionsVisualizationNode.opacity = 0.0; |
_normalsVisualizationNode.opacity = 0.0; |
_teapotNodeForUVs.opacity = 0.0; |
_teapotNodeForMaterials.opacity = 0.0; |
_teapotNodeForPositionsAndNormals.opacity = 1.0; |
// Don't highlight bullets (this is useful when we go back from the next slide) |
[self.textManager highlightBulletAtIndex:NSNotFound]; |
break; |
} |
case 1: |
{ |
[self.textManager highlightBulletAtIndex:0]; |
// Animate the "explodeValue" parameter (uniform) of the shader modifier |
CABasicAnimation *explodeAnimation = [CABasicAnimation animationWithKeyPath:@"explodeValue"]; |
explodeAnimation.duration = 2.0; |
explodeAnimation.repeatCount = FLT_MAX; |
explodeAnimation.autoreverses = YES; |
explodeAnimation.toValue = @20.0; |
explodeAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; |
[_teapotNodeForPositionsAndNormals.geometry addAnimation:explodeAnimation forKey:@"explode"]; |
break; |
} |
case 2: |
{ |
[self.textManager highlightBulletAtIndex:1]; |
// Remove the "explode" animation and freeze the "explodeValue" parameter to the current value |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:0.0]; |
{ |
NSNumber *explodeValue = [_teapotNodeForPositionsAndNormals.presentationNode.geometry valueForKey:@"explodeValue"]; |
[_teapotNodeForPositionsAndNormals.geometry setValue:explodeValue forKey:@"explodeValue"]; |
[_teapotNodeForPositionsAndNormals.geometry removeAnimationForKey:@"explode"]; |
} |
[SCNTransaction commit]; |
// Animate to a "no explosion" state and show the positions on completion |
void (^showPositions)(void) = ^{ |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:1.0]; |
{ |
_positionsVisualizationNode.opacity = 1.0; |
} |
[SCNTransaction commit]; |
}; |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:1.0]; |
[SCNTransaction setCompletionBlock:showPositions]; |
{ |
[_teapotNodeForPositionsAndNormals.geometry setValue:@0.0 forKey:@"explodeValue"]; |
} |
[SCNTransaction commit]; |
break; |
} |
case 3: |
{ |
[self.textManager highlightBulletAtIndex:2]; |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:1.0]; |
{ |
_positionsVisualizationNode.opacity = 0.0; |
_normalsVisualizationNode.opacity = 1.0; |
} |
[SCNTransaction commit]; |
break; |
} |
case 4: |
{ |
[self.textManager highlightBulletAtIndex:3]; |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:0]; |
{ |
_normalsVisualizationNode.hidden = YES; |
_teapotNodeForUVs.opacity = 1.0; |
_teapotNodeForPositionsAndNormals.opacity = 0.0; |
} |
[SCNTransaction commit]; |
break; |
} |
case 5: |
{ |
[self.textManager highlightBulletAtIndex:4]; |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:0]; |
{ |
_teapotNodeForUVs.hidden = YES; |
_teapotNodeForMaterials.opacity = 1.0; |
} |
[SCNTransaction commit]; |
break; |
} |
} |
} |
- (void)buildVisualizationsOfNode:(SCNNode *)node positionsNode:(SCNNode * __strong *)verticesNode normalsNode:(SCNNode * __strong *)normalsNode { |
// A material that will prevent the nodes from being lit |
SCNMaterial *noLightingMaterial = [SCNMaterial material]; |
noLightingMaterial.lightingModelName = SCNLightingModelConstant; |
// Create nodes to represent the vertex and normals |
SCNNode *positionVisualizationNode = [SCNNode node]; |
SCNNode *normalsVisualizationNode = [SCNNode node]; |
// Retrieve the vertices and normals from the model |
SCNGeometrySource *positionSource = [node.geometry geometrySourcesForSemantic:SCNGeometrySourceSemanticVertex][0]; |
SCNGeometrySource *normalSource = [node.geometry geometrySourcesForSemantic:SCNGeometrySourceSemanticNormal][0]; |
// Get vertex and normal bytes |
float *vertexBuffer = (float *)positionSource.data.bytes; |
float *normalBuffer = (float *)normalSource.data.bytes; |
// Iterate and create geometries to represent the positions and normals |
for (NSUInteger i = 0; i < positionSource.vectorCount; i++) { |
// One new node per normal/vertex |
SCNNode *vertexNode = [SCNNode node]; |
SCNNode *normalNode = [SCNNode node]; |
// Attach one sphere per vertex |
SCNSphere *sphere = [SCNSphere sphereWithRadius:0.5]; |
sphere.segmentCount = 4; // use a small segment count for better performances |
sphere.firstMaterial = noLightingMaterial; |
vertexNode.geometry = sphere; |
// And one pyramid per normal |
SCNPyramid *pyramid = [SCNPyramid pyramidWithWidth:0.1 height:0.1 length:8]; |
pyramid.firstMaterial = noLightingMaterial; |
normalNode.geometry = pyramid; |
// Place the position node |
NSInteger componentsPerVector = positionSource.componentsPerVector; |
vertexNode.position = SCNVector3Make(vertexBuffer[i * componentsPerVector], vertexBuffer[i * componentsPerVector + 1], vertexBuffer[i * componentsPerVector + 2]); |
// Place the normal node |
normalNode.position = vertexNode.position; |
// Orientate the normal |
GLKVector3 up = GLKVector3Make(0, 0, 1); |
GLKVector3 normalVec = GLKVector3Make(normalBuffer[i * 3], normalBuffer[i * 3 + 1], normalBuffer[i * 3 + 2]); |
GLKVector3 axis = GLKVector3Normalize(GLKVector3CrossProduct(up, normalVec)); |
float dotProduct = GLKVector3DotProduct(up, normalVec); |
normalNode.rotation = SCNVector4Make(axis.x, axis.y, axis.z, acos(dotProduct)); |
// Add the nodes to their parent |
[positionVisualizationNode addChildNode:vertexNode]; |
[normalsVisualizationNode addChildNode:normalNode]; |
} |
// We must flush the transaction in order to make sure that the parametric geometries (sphere and pyramid) |
// are up-to-date before flattening the nodes |
[SCNTransaction flush]; |
// Flatten the visualization nodes so that they can be rendered with 1 draw call |
*verticesNode = [positionVisualizationNode flattenedClone]; |
*normalsNode = [normalsVisualizationNode flattenedClone]; |
} |
@end |
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