Everything so far

This commit is contained in:
Eryn Wells 2018-09-18 06:45:49 -07:00
parent 1b4a17dc20
commit 18a92331c9
4 changed files with 83 additions and 21 deletions

View file

@ -9,21 +9,35 @@
import SceneKit
import QuartzCore
class GameViewController: NSViewController {
class GameViewController: NSViewController, SCNSceneRendererDelegate {
static let numberOfBallsPerSide = 41
private var balls = [SCNNode]()
override func viewDidLoad() {
super.viewDidLoad()
guard let sceneView = view as? SCNView else {
fatalError("My view isn't a SCNView!")
}
sceneView.delegate = self
sceneView.rendersContinuously = true
sceneView.preferredFramesPerSecond = 30
// create a new scene
let scene = SCNScene(named: "art.scnassets/ship.scn")!
let scene = SCNScene(named: "art.scnassets/blank.scn")!
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
let camera = SCNCamera()
cameraNode.camera = camera
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
cameraNode.position = SCNVector3(x: CGFloat(GameViewController.numberOfBallsPerSide / 7),
y: 1.5,
z: CGFloat(GameViewController.numberOfBallsPerSide / 3))
cameraNode.look(at: SCNVector3())
// create and add a light to the scene
let lightNode = SCNNode()
@ -38,33 +52,44 @@ class GameViewController: NSViewController {
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = NSColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
// retrieve the ship node
let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!
// animate the 3d object
ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
// retrieve the SCNView
let scnView = self.view as! SCNView
let sphereContainer = SCNNode()
scene.rootNode.addChildNode(sphereContainer)
if let sphere = scene.rootNode.childNode(withName: "sphere", recursively: false) {
// Remove it. We're going to copy it all over the place.
sphere.removeFromParentNode()
for i in 0..<GameViewController.numberOfBallsPerSide {
for j in 0..<GameViewController.numberOfBallsPerSide {
let ijSphere = sphere.clone()
balls.append(ijSphere)
ijSphere.worldPosition = SCNVector3(x: CGFloat(-GameViewController.numberOfBallsPerSide / 2) + CGFloat(i),
y: 0.0,
z: CGFloat(-GameViewController.numberOfBallsPerSide / 2) + CGFloat(j))
sphereContainer.addChildNode(ijSphere)
}
}
}
sphereContainer.runAction(SCNAction.repeatForever(SCNAction.rotate(by: CGFloat.pi, around: SCNVector3(0, 1, 0), duration: 40.0)))
// set the scene to the view
scnView.scene = scene
sceneView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
sceneView.allowsCameraControl = false
// show statistics such as fps and timing information
scnView.showsStatistics = true
sceneView.showsStatistics = true
// configure the view
scnView.backgroundColor = NSColor.black
sceneView.backgroundColor = NSColor.black
// Add a click gesture recognizer
let clickGesture = NSClickGestureRecognizer(target: self, action: #selector(handleClick(_:)))
var gestureRecognizers = scnView.gestureRecognizers
var gestureRecognizers = sceneView.gestureRecognizers
gestureRecognizers.insert(clickGesture, at: 0)
scnView.gestureRecognizers = gestureRecognizers
sceneView.gestureRecognizers = gestureRecognizers
}
@objc
@ -102,4 +127,41 @@ class GameViewController: NSViewController {
SCNTransaction.commit()
}
}
func delayForSphereAt(x: Int, y: Int) -> Double {
return 0.05 * Double(x) + 0.03 * Double(y)
}
// MARK: - SCNRendererDelegate
static let numberOfSteps = 100
var step = 0
var maxY = 0.0
var minY = 0.0
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
for z in 0..<GameViewController.numberOfBallsPerSide {
for x in 0..<GameViewController.numberOfBallsPerSide {
let idx = z * GameViewController.numberOfBallsPerSide + x
let node = balls[idx]
let delay = delayForSphereAt(x: x, y: z)
//let inputX = 2.0 * Double.pi * Double(step) / Double(GameViewController.numberOfSteps) + delay
let inputX = 2.0 / 3.0 * time + delay
let y = sin(inputX) + sin(2.0 * inputX) + sin(4.0 * inputX) + sin(8.0 * inputX)
node.worldPosition.y = CGFloat(y)
maxY = max(y, maxY)
minY = min(y, minY)
let scale = CGFloat(map(y, inMin: minY, inMax: maxY, outMin: 0.0, outMax: 1.0))
node.scale = SCNVector3(x: scale, y: scale, z: scale)
}
}
step = (step + 1) % GameViewController.numberOfSteps
}
func map(_ x: Double, inMin: Double, inMax: Double, outMin: Double, outMax: Double) -> Double {
return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin;
}
}