SceneKitAnimations/ASCAppDelegate.m

/*
     File: ASCAppDelegate.m
 Abstract: This is the main controller for the application and handles the loading of a initial scene and its related animations. This class uses an IBOutlet to reference an SCNView instance in MainMenu.xib which was configured in Interface Builder to have an initial scene, a custom background color and the default lighting enabled. In addition four buttons have their actions set to play the animations that were loaded, configured and stored by the App Delegate.
  Version: 1.1
 
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#import "ASCAppDelegate.h"
 
@implementation ASCAppDelegate {
    NSMutableArray *_animations;
}
 
#pragma mark -
 
- (void)awakeFromNib {
    // Load the DAE file and the associated animations
    [self loadSceneAndAnimations];
    
    // Be idle by default
    [self playAnimation:ASCAnimationIdle];
    
    // Create a reflective floor and configure it
    SCNFloor *floor = [SCNFloor floor];
    floor.reflectionFalloffEnd = 100.0;                                                    // Set a falloff end value for the reflection
    floor.firstMaterial.diffuse.contents = [NSImage imageNamed:@"floor.jpg"];              // Set a diffuse texture, here a pavement image
    floor.firstMaterial.diffuse.contentsTransform = CATransform3DMakeScale(0.4, 0.4, 0.4); // Scale the diffuse texture
    floor.firstMaterial.diffuse.mipFilter = SCNLinearFiltering;                            // Turn on mipmapping for the diffuse texture for a better antialiasing
 
    // Create a node to attach the floor to, and add it to the scene
    SCNNode *floorNode = [SCNNode node];
    floorNode.geometry = floor;
    floorNode.name = @"floor";
    [_sceneView.scene.rootNode addChildNode:floorNode];
    
    // Prevent a layout issue
    [_sceneView removeFromSuperview];
    [_window.contentView addSubview:_sceneView positioned:NSWindowBelow relativeTo:nil];
}
 
#pragma mark - Playing animations
 
- (void)playAnimation:(ASCAnimation)animation {
    // Use the same animation key for all the animations except "idle".
    // When we will add an animation it will replace the animation currently
    // playing (if any) but the idle animation will remain active for ever.
    NSString *key = animation == ASCAnimationIdle ? @"idleAnimation" : @"otherAnimation";
    
    // Add the animation - it will start playing right away
    [_sceneView.scene.rootNode addAnimation:_animations[animation] forKey:key];
}
 
#pragma mark - Animation loading
 
- (void)loadSceneAndAnimations {
    _animations = [NSMutableArray array];
    
    // Load the character from one of our dae documents, for instance "idle.dae"
    NSURL    *idleURL   = [[NSBundle mainBundle] URLForResource:@"idle" withExtension:@"dae"];
    SCNScene *idleScene = [SCNScene sceneWithURL:idleURL options:nil error:nil];
    
    // Merge the loaded scene into our main scene in order to
    //   place the character in our own scene
    for (SCNNode *child in idleScene.rootNode.childNodes)
        [_sceneView.scene.rootNode addChildNode:child];
        
    // Load all the animations from their respective dae document
    // The animation identifier can be found in the Node Properties inspector of the Scene Kit editor integrated into Xcode
    [self loadAnimation:ASCAnimationAttack inSceneNamed:@"attack" withIdentifier:@"attackID"];
    [self loadAnimation:ASCAnimationDie inSceneNamed:@"die" withIdentifier:@"DeathID"];
    [self loadAnimation:ASCAnimationIdle inSceneNamed:@"idle" withIdentifier:@"idleAnimationID"];
    [self loadAnimation:ASCAnimationRun inSceneNamed:@"run" withIdentifier:@"RunID"];
    [self loadAnimation:ASCAnimationWalk inSceneNamed:@"walk" withIdentifier:@"WalkID"];
}
 
- (void)loadAnimation:(ASCAnimation)animation inSceneNamed:(NSString *)sceneName withIdentifier:(NSString *)animationIdentifier {
    NSURL          *sceneURL        = [[NSBundle mainBundle] URLForResource:sceneName withExtension:@"dae"];
    SCNSceneSource *sceneSource     = [SCNSceneSource sceneSourceWithURL:sceneURL options:nil];
    CAAnimation    *animationObject = [sceneSource entryWithIdentifier:animationIdentifier withClass:[CAAnimation class]];
    
    // Store the animation for later use
    [_animations addObject:animationObject];
    
    // Whether or not the animation should loop
    if (animation == ASCAnimationIdle || animation == ASCAnimationRun || animation == ASCAnimationWalk)
        animationObject.repeatCount = MAXFLOAT;
}
 
#pragma mark - Actions
 
- (IBAction)attack:(id)sender {
    [self playAnimation:ASCAnimationAttack];
}
 
- (IBAction)run:(id)sender {
    [self playAnimation:ASCAnimationRun];
}
 
- (IBAction)walk:(id)sender {
    [self playAnimation:ASCAnimationWalk];
}
 
- (IBAction)die:(id)sender {
    [self playAnimation:ASCAnimationDie];
}
 
#pragma mark - NSApplicationDelegate
 
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
    return YES;
}
 
@end