Unexpected rendering with SceneKit and CIFilter - swift

Here is a simple SceneKit project with two boxes. I’ve added a CIBloom filter to one of them. When I rotate the scene, the ”glow” effect is rendered behind the other box?
I saw someone else had this issue and solved it by setting writesToDepthBuffer to false but in my case it’s important to keep all 3D data (I want to rotate around the scene).
I’ve provided a couple of images and the code.
I would really appreciate any help!
Here is the code I used:
import UIKit
import QuartzCore
import SceneKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene()
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
let box = SCNNode(geometry: SCNBox(width: 8.0, height: 8.0, length: 2.0, chamferRadius: 0.0))
box.geometry?.firstMaterial?.diffuse.contents = UIColor.green
box.position.z = -4
scene.rootNode.addChildNode(box)
let box2 = SCNNode(geometry: SCNBox(width: 1.0, height: 1.0, length: 1.0, chamferRadius: 0.0))
box2.geometry?.firstMaterial?.diffuse.contents = UIColor.red
scene.rootNode.addChildNode(box2)
let bloomFilter = CIFilter(name:"CIBloom")!
bloomFilter.setValue(10.0, forKey: "inputIntensity")
bloomFilter.setValue(100.0, forKey: "inputRadius")
box2.filters = [bloomFilter]
// retrieve the SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
scnView.autoenablesDefaultLighting = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.black
}
override var prefersStatusBarHidden: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
}

Related

Same color rendered differently in SpriteView vs. SceneView

For performance reasons I have to switch from SceneView to SpriteView in my macOS project (showing more than 63 scenes did not work with SceneView, but it does with SpriteView).
But now im facing an issue that SpriteView is rendering colors differently than SceneView. Below is a simple reproduction of the issue I am facing.
I have tried a multitude of material and lighting options, but I seem to miss something more fundamental. Help is very much appreciated.
var body: some View {
HStack {
// SpriteView
SpriteView(scene: { () -> SKScene in
let scene = SKScene()
scene.backgroundColor = .white
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
let node = SK3DNode()
node.scnScene = self.sphereScene
scene.addChild(node)
return scene
}())
// SceneView
SceneView(scene: sphereScene,
options: [.autoenablesDefaultLighting])
}
}
var sphereScene: SCNScene {
let scnScene = SCNScene()
let ballGeometry = SCNSphere(radius: 5)
let ballNode = SCNNode(geometry: ballGeometry)
let material = SCNMaterial()
material.diffuse.contents = NSColor.purple
material.lightingModel = .physicallyBased
ballGeometry.materials = [material]
scnScene.rootNode.addChildNode(ballNode)
return scnScene
}
You're absolutely right: SpriteKit processes SceneKit's scenes differently than SceneKit. It's visually noticeable that the lighting intensity, blurring of highlights and decolorization of edges with 90 degree reflection are different. The main tool that can be advised in this case is the use of Ambient Light to additionally illuminate the SpriteKit scene based on the SceneKit content. You should turn a default lighting off (in order to get rid of colorization artifacts) and use regular lights. Here I used directional light.
SpriteView:
import SwiftUI
import SceneKit
import SpriteKit
struct SpriteView: NSViewRepresentable {
var scene = SKScene()
func makeNSView(context: Context) -> SKView {
let skView = SKView(frame: .zero)
skView.presentScene(scene)
scene.backgroundColor = .black
return skView
}
func updateNSView(_ uiView: SKView, context: Context) { }
}
ContentView:
struct ContentView: View {
var body: some View {
ZStack {
HStack {
SpriteView(scene: { () -> SKScene in
let scene = SKScene()
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
let ambient = SCNNode()
ambient.light = SCNLight()
ambient.light?.type = .ambient
ambient.light?.intensity = 1200
let node = SK3DNode()
node.autoenablesDefaultLighting = false
node.scnScene = self.sphereScene
node.scnScene?.rootNode.addChildNode(ambient)
scene.addChild(node)
return scene
}() )
SceneView(scene: sphereScene, options: [])
}
}
}
var sphereScene: SCNScene {
let scnScene = SCNScene()
scnScene.background.contents = NSColor.black
let ballNode = SCNNode(geometry: SCNSphere(radius: 5.0))
let directional = SCNNode()
directional.light = SCNLight()
directional.light?.type = .directional
directional.light?.intensity = 500
scnScene.rootNode.addChildNode(directional)
let material = SCNMaterial()
material.lightingModel = .physicallyBased
material.diffuse.contents = NSColor.purple
ballNode.geometry?.materials = [material]
scnScene.rootNode.addChildNode(ballNode)
return scnScene
}
}
The following worked for me, correcting saturation and brightness brought me near to the SceneKit defaultLighting appearance:
// get object and manipulate
let object = scene.rootNode.childNode(withName: "object", recursively: false)
let color = NSColor(named: "\(colorNr)")?
.usingColorSpace(.displayP3) // specify color space, important!
object?.geometry?.firstMaterial?.lightingModel = .physicallyBased
// correct color for SpriteView
let color2 = NSColor(hue: color?.hueComponent ?? 0,
saturation: (color?.saturationComponent ?? 0) * 0.55,
brightness: (color?.brightnessComponent ?? 0) * 0.55 + 0.45,
alpha: 1.0)
object?.geometry?.firstMaterial?.diffuse.contents = color2
object?.geometry?.firstMaterial?.diffuse.intensity = 0.9
object?.geometry?.firstMaterial?.roughness.contents = 0.9

3D Positional Audio – Move SCNAudioPlayer along Y and Z Axis

Using SceneKit, I can move audioNode from left to right on x axis, but I'm having problem moving on y and z axis. I'm wearing headphone, so I can hear the binaural (3d audio) effects. Also I'm running this on MacOS.
My testing code is below. Could someone let me know what I'm missing? I'd appreciate it!
import Cocoa
import SceneKit
class ViewController: NSViewController {
#IBOutlet weak var sceneView: SCNView!
override func viewDidLoad() {
super.viewDidLoad()
let path = Bundle.main.path(forResource: "Sounds/Test.mp3",
ofType: nil)
let url = URL(fileURLWithPath: path!)
let source = SCNAudioSource(url:url)!
source.loops = true
source.shouldStream = false
source.isPositional = true
source.load()
let player = SCNAudioPlayer(source: source)
let box = SCNBox(width: 100.0,
height: 100.0,
length: 100.0,
chamferRadius: 100.0)
let boxNode = SCNNode(geometry: box)
let audioNode = SCNNode()
boxNode.addChildNode(audioNode)
let scene = SCNScene()
scene.rootNode.addChildNode(boxNode)
sceneView.scene = scene
audioNode.addAudioPlayer(player)
let avm = player.audioNode as! AVAudioMixing
avm.volume = 1.0
let up = SCNAction.moveBy(x: 0, y: 100, z: 0, duration: 5)
let down = SCNAction.moveBy(x: 0, y: -100, z: 0, duration: 5)
let sequence = SCNAction.sequence([up, down])
let loop = SCNAction.repeatForever(sequence)
boxNode.runAction(loop)
// Do any additional setup after loading the view.
}
}
Updated.
You're casting the player.audioNode to AVAudioMixing protocol:
let avm = player.audioNode as! AVAudioMixing
But instead of it, you have to cast it to a class. A code looks like this:
let avm = player.audioNode as? AVAudioEnvironmentNode
Any node that conforms to the AVAudioMixing protocol (for example, AVAudioPlayerNode) can act as a source in this environment. The environment has an implicit listener. By controlling the listener’s position and orientation, the application controls the way the user experiences the virtual world. This node also defines properties for distance attenuation and reverberation that help characterize the environment.
And take into account !
Only inputs with a mono channel connection format to the environment node are spatialized. If the input is stereo, the audio is passed through without being spatialized. Inputs with connection formats of more than two channels aren't supported.
And, of course, you need to implement AVAudio3DMixing protocol.
Here's a working code:
import SceneKit
import AVFoundation
class ViewController: NSViewController, AVAudio3DMixing {
// YOU NEED MONO AUDIO !!!
var renderingAlgorithm = AVAudio3DMixingRenderingAlgorithm.sphericalHead
var rate: Float = 0.0
var reverbBlend: Float = 0.5
var obstruction: Float = -100.0
var occlusion: Float = -100.0
var position: AVAudio3DPoint = AVAudio3DPoint(x: 0, y: 0, z: -100)
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.camera?.zFar = 200
cameraNode.position = SCNVector3(x: 0, y: 0, z: 40)
scene.rootNode.addChildNode(cameraNode)
let sceneView = self.view as! SCNView
sceneView.scene = scene
sceneView.backgroundColor = NSColor.black
sceneView.autoenablesDefaultLighting = true
let path = Bundle.main.path(forResource: "Test_Mono", ofType: "mp3")
let url = URL(fileURLWithPath: path!)
let source = SCNAudioSource(url: url)!
source.loops = true
source.shouldStream = false // MUST BE FALSE
source.isPositional = true
source.load()
let player = SCNAudioPlayer(source: source)
let audioNode = SCNNode()
let box = SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0.2)
let boxNode = SCNNode(geometry: box)
boxNode.addChildNode(audioNode)
scene.rootNode.addChildNode(boxNode)
audioNode.addAudioPlayer(player)
let avm = player.audioNode as? AVAudioEnvironmentNode
avm?.reverbBlend = reverbBlend
avm?.renderingAlgorithm = renderingAlgorithm
avm?.occlusion = occlusion
avm?.obstruction = obstruction
let up = SCNAction.moveBy(x: 0, y: 0, z: 70, duration: 5)
let down = SCNAction.moveBy(x: 0, y: 0, z: -70 , duration: 5)
let sequence = SCNAction.sequence([up, down])
let loop = SCNAction.repeatForever(sequence)
boxNode.runAction(loop)
avm?.position = AVAudio3DPoint(
x: Float(boxNode.position.x),
y: Float(boxNode.position.y),
z: Float(boxNode.position.z))
}
}
After researching and experimenting for a hwile, I finally figured it out. There were two things that I needed to fix.
I had to change the default renderingAlgorithm for SCNAudioPlayer.AVAudioNode from equalPowerPanning to either HRTF or HRTFHQ. However, AVAudioNode does not have renderingAlgorithm property. However, I was able to cast SCNAudioPlayer.AVAudioNode as AVAudioPlayerNode, and AVAudioPlayerNode does have renderingAlgorithm property. Here's the relevant code.
if let apn = player.audioNode as? AVAudioPlayerNode {
apn.renderingAlgorithm = .HRTFHQ
}
I had to assign a node with SCNCamera to pointOfView for SCNView. Also I had to change the position of the camera node further away from the audioNode. Otherwise, I heard the drastic movement in the beginning. Here's the relevant code.
let cameraNode = SCNNode(geometry: SCNBox(width:1, height:1, length:1, chamferRadius: 0.1))
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: 0, y: 0, z: -10)
sceneView.pointOfView = cameraNode
My scene.rootNode is a box geometry with 100x100x100 dimension. Inside scene.rootNode, I have a boxNode with 50x5050 dimension. Then inside the boxNode, I have audioNode generating sound with 1x1x1 dimension as well as cameraNode with 1x1x1 dimension. AudioNode's start position is 0,0,0, and the position for the cameraNode is 0,0,-20.
Finally here's the entire working code.
import Cocoa
import AVFoundation
import SceneKit
class ViewController: NSViewController {
#IBOutlet weak var sceneView: SCNView!
override func viewDidLoad() {
super.viewDidLoad()
let path = Bundle.main.path(forResource: "Sounds/Test_mono.mp3", ofType: nil)
let url = URL(fileURLWithPath: path!)
let source = SCNAudioSource(url: url)!
source.loops = true
source.shouldStream = false
source.isPositional = true
source.load()
let player = SCNAudioPlayer(source: source)
if let apn = player.audioNode as? AVAudioPlayerNode {
apn.renderingAlgorithm = .HRTFHQ
}
let audioNode = SCNNode(geometry: SCNBox(width:1, height:1, length:1, chamferRadius: 0.1))
let cameraNode = SCNNode(geometry: SCNBox(width:1, height:1, length:1, chamferRadius: 0.1))
cameraNode.camera = SCNCamera()
let boxNode = SCNNode(geometry: SCNBox(width:50, height:50, length:50, chamferRadius: 1))
boxNode.addChildNode(audioNode)
audioNode.position = SCNVector3(x: 0, y: 0, z: 0)
boxNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: -10)
let scene = SCNScene()
scene.rootNode.geometry = SCNBox(width:100, height:100, length:100, chamferRadius: 0.1)
scene.rootNode.addChildNode(boxNode)
boxNode.position = SCNVector3(x: 0, y: 0, z: 0)
sceneView.scene = scene
sceneView.pointOfView = cameraNode
sceneView.audioListener = cameraNode
audioNode.addAudioPlayer(player)
let move = SCNAction.moveBy(x:1, y:0, z:0, duration: 1)
let sequence = SCNAction.sequence([move])
let loop = SCNAction.repeatForever(sequence)
audioNode.runAction(loop)
// Do any additional setup after loading the view.
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
}

SceneKit's instance property "autoenablesDefaultLighting" doesn't work

I tried to turn on and off default lighting in SCNView via .autoenablesDefaultLighting instance property but in doesn't work (Neither in UI nor programmatically).
I need all objects to be black when there's no light.
How to turn default lighting off?
Here's a code:
import SceneKit
import QuartzCore
class GameViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scnView = SCNView(frame: NSRect(x: 0,
y: 0,
width: 450,
height: 300))
view.addSubview(scnView)
scnView.autoenablesDefaultLighting = false // DOESN'T WORK
scnView.allowsCameraControl = true
scnView.backgroundColor = NSColor.blue
let scene = SCNScene()
scnView.scene = scene
let sphereGeo = SCNSphere(radius: 2)
sphereGeo.segmentCount = 4
sphereGeo.materials.first?.diffuse.contents = NSColor.lightGray
let sphereNode = SCNNode(geometry: sphereGeo)
sphereNode.name = "Sphere Node"
scene.rootNode.addChildNode(sphereNode)
}
}
It seems it's working only when I'm using Physically Based Rendering shading model.
let material = SCNMaterial()
material.lightingModel = SCNMaterial.LightingModel.physicallyBased
sceneView.autoenablesDefaultLighting = false
If I use .physicallyBased type property for shading my models the lighting works as supposed.

Orbit Scenekit camera around specific node

I'm having a difficult time trying to figure out how to get my SceneKit camera to orbit around a specific node in my game.
If I have a single node (a ship) and a camera in my scene everything works fine. If I add an additional node (a planet) the cameras pivot point appears to change from my ship to a space between my ship and planet.
Things I've tried:
Setting a lookat constraint on my camera (set to the ship)
Settingcamera position to my ship (it will move but the pivot point
still seems to be between the two objects)
Changing the cameras pivot point
example:
class TestSceneViewController: UIViewController, SCNSceneRendererDelegate {
var scnView: SCNView = SCNView()
var scnScene: SCNScene!
var cameraNode: SCNNode!
var ship: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
setupView()
setupScene()
setupCamera()
...
func setupView() {
// scnView = self.view as! SCNView
// retrieve the SCNView
scnView = SCNView(frame: view.frame)
scnView.showsStatistics = true
view.addSubview(scnView)
scnView.allowsCameraControl = true
scnView.defaultCameraController.interactionMode = .orbitTurntable
scnView.defaultCameraController.inertiaEnabled = true
scnView.delegate = self
scnView.isPlaying = true
scnView.loops = true
}
func setupScene () {
scnScene = SCNScene()
scnView.scene = scnScene
let ships = SCNScene(named: "art.scnassets/simpleshuttle3.scn")
ship = ships!.rootNode.childNode(withName: "ship", recursively: true)
ship?.position = SCNVector3(x: 0, y: 0, z: 0)
scnScene.rootNode.addChildNode(ship!)
let planets = SCNScene(named: "art.scnassets/sphere.scn")!
if let planet = planets.rootNode.childNode(withName: "Ball", recursively: true){
planet.position = SCNVector3(x: 0, y: 0, z: 40)
scnScene.rootNode.addChildNode(planet)
}
}
func setupCamera() {
cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: ship.position.x, y: ship.position.y, z: 80)
cameraNode.camera?.motionBlurIntensity = 1.0
cameraNode.camera?.automaticallyAdjustsZRange = true
scnScene.rootNode.addChildNode(cameraNode)
}
You are enabling the manual camera control.
scnView.allowsCameraControl = true
If you want to use e.g. SCNLookAtConstraint you have to disable that. Otherwise you have a conflict. The camera is not supposed to point at a certain position while simultaneously being rotated by the user.
If you want to stay with the default camera controller you can create an additional SCNNode as the parent for your planet and the ships. This parent node can now be moved so that the pivot point is at your desired position.

Access Geometry Child Node Scenekit

I am trying to access the childnode: boxNode, and then rotate the node using the input from a pan gesture recognizer. How should I access this node so I can manipulate it? Should I declare the cube node in a global scope and modify that way? I am new to Swift so I apologize if this code looks sloppy. I would like to add rotation actions inside of my panGesture() function. Thanks!
import UIKit
import SceneKit
class GameViewController: UIViewController {
var scnView: SCNView!
var scnScene: SCNScene!
override func viewDidLoad() {
super.viewDidLoad()
setupView()
setupScene()
}
// override var shouldAutorotate: Bool {
// return true
// }
//
// override var prefersStatusBarHidden: Bool {
// return true
// }
func setupView() {
scnView = self.view as! SCNView
}
func setupScene() {
scnScene = SCNScene()
scnView.scene = scnScene
scnView.backgroundColor = UIColor.blueColor()
initCube()
initLight()
initCamera()
}
func initCube () {
var cubeGeometry:SCNGeometry
cubeGeometry = SCNBox(width: 1.0, height: 1.0, length: 1.0, chamferRadius: 0.0)
let boxNode = SCNNode(geometry: cubeGeometry)
scnScene.rootNode.addChildNode(boxNode)
}
func initLight () {
let light = SCNLight()
light.type = SCNLightTypeAmbient
let lightNode = SCNNode()
lightNode.light = light
light.castsShadow = false
lightNode.position = SCNVector3(x: 1.5, y: 1.5, z: 1.5)
scnScene.rootNode.addChildNode(lightNode)
}
func initCamera () {
let camera = SCNCamera()
let cameraNode = SCNNode()
cameraNode.camera = camera
cameraNode.position = SCNVector3(x: 0.0, y: 0.0, z: 5.0)
scnScene.rootNode.addChildNode(cameraNode)
}
func initRecognizer () {
let panTestRecognizer = UIPanGestureRecognizer(target: self, action: #selector(GameViewController.panGesture(_:)))
scnView.addGestureRecognizer(panTestRecognizer)
}
//TAKE GESTURE INPUT AND ROTATE CUBE ACCORDINGLY
func panGesture(sender: UIPanGestureRecognizer) {
//let translation = sender.translationInView(sender.view!)
}
}
First of all you should update your Xcode. It looks like this is an older Swift version you are using. SCNLightTypeAmbient is .ambient in Swift 3.
So the way you should go is by giving your nodes names to identify them:
myChildNode.name = "FooChildBar"
and then you can call on your parent node
let theNodeYouAreLookingFor = parentNode.childNode(withName: "FooChildBar", recursively: true)
You can also use this on your scene's root node
let theNodeYouAreLookingFor = scene.rootNode.childNode(withName: "FooChildBar", recursively: true)
which will look at all nodes in your scene and return the one that you gave the name.