Scene Kit Session WWDC 2013/Sources/Slides/ASCSlideSkinning.m
/* |
File: ASCSlideSkinning.m |
Abstract: Illustates how skinning can be used to animate characters. |
Version: 1.1 |
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*/ |
#import "ASCPresentationViewController.h" |
#import "ASCSlideTextManager.h" |
#import "ASCSlide.h" |
#import "Utils.h" |
@interface ASCSlideSkinning : ASCSlide |
@end |
@implementation ASCSlideSkinning { |
CAAnimationGroup *_idleAnimationGroup; |
CAAnimationGroup *_animationGroup1; |
CAAnimationGroup *_animationGroup2; |
SCNNode *_characterNode; |
SCNNode *_skeletonNode; |
} |
- (void)setupSlideWithPresentationViewController:(ASCPresentationViewController *)presentationViewController |
{ |
// Using a scene source allows us to retrieve the animations using their identifier |
NSURL *sceneURL = [[NSBundle mainBundle] URLForResource:@"skinning" withExtension:@"dae"]; |
SCNSceneSource *sceneSource = [SCNSceneSource sceneSourceWithURL:sceneURL options:nil]; |
// Place the character in the scene |
SCNScene *scene = [sceneSource sceneWithOptions:nil error:nil]; |
_characterNode = [scene.rootNode childNodeWithName:@"avatar_attach" recursively:YES]; |
_characterNode.scale = SCNVector3Make(0.004, 0.004, 0.004); |
_characterNode.position = SCNVector3Make(5, 0, 12); |
_characterNode.rotation = SCNVector4Make(0, 1, 0, -M_PI / 8); |
_characterNode.hidden = YES; |
[self.groundNode addChildNode:_characterNode]; |
_skeletonNode = [_characterNode childNodeWithName:@"skeleton" recursively:YES]; |
// Prepare the other resources |
[self loadGhostEffect]; |
[self extractAnimationsFromSceneSource:sceneSource]; |
} |
- (NSUInteger)numberOfSteps |
{ |
return 7; |
} |
- (void)presentStepIndex:(NSUInteger)index withPresentionViewController:(ASCPresentationViewController *)presentationViewController |
{ |
[SCNTransaction begin]; |
switch (index) { |
case 0: |
{ |
// Set the slide's title and subtitle and add some text |
self.textManager.title = @"Skinning"; |
[self.textManager addBullet:@"Animate characters" atLevel:0]; |
[self.textManager addBullet:@"Deform geometries with a skeleton" atLevel:0]; |
[self.textManager addBullet:@"Joints and bones" atLevel:0]; |
// Animate the character |
[_characterNode addAnimation:_idleAnimationGroup forKey:@"idleAnimation"]; |
// The character is hidden. Wait a little longer before showing it |
// otherwise it may slow down the transition from the previous slide |
double delayInSeconds = 1.5; |
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC)); |
dispatch_after(popTime, dispatch_get_main_queue(), ^(void) { |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:0]; |
{ |
_characterNode.hidden = NO; |
_characterNode.opacity = 0; |
} |
[SCNTransaction commit]; |
[SCNTransaction begin]; |
[SCNTransaction setAnimationDuration:1.5]; |
[SCNTransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn]]; |
{ |
_characterNode.opacity = 1; |
} |
[SCNTransaction commit]; |
}); |
break; |
} |
case 1: |
[SCNTransaction setAnimationDuration:1.5]; |
[self setShowsBones:YES]; |
break; |
case 2: |
[_characterNode addAnimation:_animationGroup1 forKey:@"animation"]; |
break; |
case 3: |
[SCNTransaction setAnimationDuration:1.5]; |
[self setShowsBones:NO]; |
break; |
case 4: |
[_characterNode addAnimation:_animationGroup1 forKey:@"animation"]; |
break; |
case 5: |
// Simulate a new slide by changing all the text and animate these changes |
[self.textManager flipOutTextOfType:ASCTextTypeBullet]; |
self.textManager.subtitle = @"SCNSkinner"; |
[self.textManager addBullet:@"Can be loaded from DAEs" atLevel:0]; |
[self.textManager addBullet:@"Can't be created programmatically" atLevel:0]; |
[self.textManager flipInTextOfType:ASCTextTypeBullet]; |
[self.textManager flipInTextOfType:ASCTextTypeSubtitle]; |
break; |
case 6: |
[_characterNode addAnimation:_animationGroup2 forKey:@"animation"]; |
break; |
} |
[SCNTransaction commit]; |
} |
#pragma mark - Animations |
- (void)extractAnimationsFromSceneSource:(SCNSceneSource *)sceneSource |
{ |
// In this scene objects are animated separately using long animations |
// playing 3 successive animations. We will group these long animations |
// and then split the group in 3 different animation groups. |
// We could also have used three DAEs (one per animation). |
NSArray *animationIDs = [sceneSource identifiersOfEntriesWithClass:[CAAnimation class]]; |
NSUInteger animationCount = [animationIDs count]; |
NSMutableArray *longAnimations = [[NSMutableArray alloc] initWithCapacity:animationCount]; |
CFTimeInterval maxDuration = 0; |
for (NSInteger index = 0; index < animationCount; index++) { |
CAAnimation *animation = [sceneSource entryWithIdentifier:animationIDs[index] withClass:[CAAnimation class]]; |
if (animation) { |
maxDuration = MAX(maxDuration, animation.duration); |
[longAnimations addObject:animation]; |
} |
} |
CAAnimationGroup *longAnimationsGroup = [[CAAnimationGroup alloc] init]; |
longAnimationsGroup.animations = longAnimations; |
longAnimationsGroup.duration = maxDuration; |
CAAnimationGroup *idleAnimationGroup = [longAnimationsGroup copy]; |
idleAnimationGroup.timeOffset = 6.45833333333333; |
_idleAnimationGroup = [CAAnimationGroup animation]; |
_idleAnimationGroup.animations = @[idleAnimationGroup]; |
_idleAnimationGroup.duration = 24.71 - 6.45833333333333; |
_idleAnimationGroup.repeatCount = FLT_MAX; |
_idleAnimationGroup.autoreverses = YES; |
CAAnimationGroup *animationGroup1 = [longAnimationsGroup copy]; |
_animationGroup1 = [CAAnimationGroup animation]; |
_animationGroup1.animations = @[animationGroup1]; |
_animationGroup1.duration = 1.4; |
_animationGroup1.fadeInDuration = 0.1; |
_animationGroup1.fadeOutDuration = 0.5; |
CAAnimationGroup *animationGroup2 = [longAnimationsGroup copy]; |
animationGroup2.timeOffset = 3.666666666666667; |
_animationGroup2 = [CAAnimationGroup animation]; |
_animationGroup2.animations = @[animationGroup2]; |
_animationGroup2.duration = 6.416666666666667 - 3.666666666666667; |
_animationGroup2.fadeInDuration = 0.1; |
_animationGroup2.fadeOutDuration = 0.5; |
} |
#pragma mark - Ghost effect |
- (void)loadGhostEffect |
{ |
NSURL *shaderURL = [[NSBundle mainBundle] URLForResource:@"character" withExtension:@"shader"]; |
NSString *fragmentModifier = [NSString stringWithContentsOfURL:shaderURL encoding:NSUTF8StringEncoding error:nil]; |
NSDictionary *modifiers = @{ SCNShaderModifierEntryPointFragment : fragmentModifier }; |
[self setShaderModifiers:modifiers onNode:_characterNode]; |
} |
- (void)applyGhostEffect:(BOOL)show onNode:(SCNNode *)node |
{ |
// Uniforms in your GLSL shaders can be set using KVC |
// The following line will set the 'ghostFactor' uniform found in the 'character.shader' file |
[node.geometry setValue:@(show) forKey:@"ghostFactor"]; |
for (SCNNode *child in node.childNodes) |
[self applyGhostEffect:show onNode:child]; |
} |
- (void)setShaderModifiers:(NSDictionary *)modifiers onNode:(SCNNode *)node |
{ |
node.geometry.shaderModifiers = modifiers; |
for (SCNNode *childNode in node.childNodes) |
[self setShaderModifiers:modifiers onNode:childNode]; |
} |
#pragma mark - Skeleton visualisation |
- (void)setShowsBones:(BOOL)show |
{ |
[self visualizeBones:show ofNode:_skeletonNode inheritedScale:1]; |
[self applyGhostEffect:show onNode:_characterNode]; |
} |
- (void)visualizeBones:(BOOL)show ofNode:(SCNNode *)node inheritedScale:(CGFloat)scale |
{ |
// We propagate an inherited scale so that the boxes |
// representing the bones will be of the same size |
scale *= node.scale.x; |
if (show) { |
if (node.geometry == nil) |
node.geometry = [SCNBox boxWithWidth:6.0 / scale height:6.0 / scale length:6.0 / scale chamferRadius:0.5]; |
} |
else { |
if ([node.geometry isKindOfClass:[SCNBox class]]) |
node.geometry = nil; |
} |
for (SCNNode *child in node.childNodes) |
[self visualizeBones:show ofNode:child inheritedScale:scale]; |
} |
@end |
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