PaintCode file to SKShapeNode - swift

I could use a few pointers with turning PaintCode files into SKShapeNodes for use in an app I am building. There are two specific issues I am trying to overcome, as outlined below. I am using Xcode 6 beta 4, SpriteKit, Swift and PaintCode for the project. First, the code:
import UIKit
import SpriteKit
class Ad_disclighttop : SKShapeNode {
var ovalPath: UIBezierPath = UIBezierPath()
var oval2Path: UIBezierPath = UIBezierPath()
init() {
super.init()
drawDisc()
self.name = "White Disc"
self.path = ovalPath.CGPath
}
//// Initialization
override class func load() {
}
//// Drawing Methods
func drawDisc() {
//// General Declarations
let context = UIGraphicsGetCurrentContext()
//// Color Declarations
let xFFFFFF66 = UIColor(red: 1.000, green: 1.000, blue: 1.000, alpha: 0.400)
let x00000066 = UIColor(red: 0.000, green: 0.000, blue: 0.000, alpha: 0.400)
//// Gradient Declarations
let markerTopGradient = CGGradientCreateWithColors(CGColorSpaceCreateDeviceRGB(), [xFFFFFF66.CGColor, x00000066.CGColor], [0.01, 1])
//// MarkerW_04
//// Oval Drawing
ovalPath = UIBezierPath(ovalInRect: CGRectMake(0, 0, 60, 60))
UIColor.whiteColor().setFill()
ovalPath.fill()
x00000066.setStroke()
ovalPath.lineWidth = 1
ovalPath.stroke()
//// Oval 2 Drawing
oval2Path = UIBezierPath(ovalInRect: CGRectMake(2.5, 2.5, 57, 57))
CGContextSaveGState(context)
oval2Path.addClip()
CGContextDrawRadialGradient(context, markerTopGradient,
CGPointMake(35.87, 38.3), 20.28,
CGPointMake(23.16, 25.59), 40.36,
UInt32(kCGGradientDrawsBeforeStartLocation) | UInt32(kCGGradientDrawsAfterEndLocation))
CGContextRestoreGState(context)
}
}
#objc protocol StyleKitSettableImage {
var image: UIImage! { get set }
}
#objc protocol StyleKitSettableSelectedImage {
var selectedImage: UIImage! { get set }
}
First problem I am encountering is that almost every non-trivial PaintCode file I produce has more than one UIBezierPath in it. The SKShapeNode's path property can only take one path, as far as I know, but perhaps it is possible to chain them some how?
Second problem is that the gradient colors do not seem to work.
The things I did to actual turn this file into an SKShapeNode was to:
1. import SpriteKit
2. Change the class extension from NSObject to SKShapeNode
3. rename the drawing function
4. create an init function for the shape node that sets the name and path
I am happy to receive any tips at all on this type of conversion. Thanks!

Since gradient colors do not work anyway in SKShapNode nodes, I decided to render PNG files from within PaintCode, and I create SKSpriteNodes with them. Not the solution I was hoping for, but it is what it is.

Related

How to use alpha component in gradient colors with GKNoise and SKTexture?

I'm using GKNoise with a gradient map to generate color noise, getting a CGImage via SKTexture, on Mac OS. In particular I'm using a GKPerlinNoiseSource and setting two gradient colors, at values -1.0 and 1.0.
It works as expected if the two colors are opaque. If one or both colors has an alpha component less than 1.0, I expect the output to have transparency. However, it looks to me like the alpha is completely ignored in GKNoise's gradient color input (treated as if it's always 1.0) - or, if not ignored there, ignored in the SKTexture rendering of the image output.
I have found a couple of SO questions which reference limitations with SKTexture in other uses, including a possible workaround with SKView rendering, however that doesn't apply here because I'm only using an SKTexture instance to get a CGImage (not using SKView or otherwise using anything from SpriteKit) - and FWIW those questions focus on iOS. For reference:
Export SKTexture to a UIImage with alpha channel
SKSpriteNode created from SKTexture(data:size:) issues with Alpha (Opacity)
I'm looking for ideas on how to make alpha components in the gradient colors work using GKNoise/SKTexture.
Below is the test output image, and the code that reproduces it. In the view, both CGImages draw identically; I expect the one drawn with the red alpha=0.5 to be darker in the red parts when the background is black, lighter when it's white, etc.
import Foundation
import GameplayKit
class GKNoiseGradientIssue {
var redColor_opaque = NSColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)
var redColor_halfAlpha = NSColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 0.5)
var blueColor_opaque = NSColor(red: 0.0, green: 0.0, blue: 1.0, alpha: 1.0)
var opaqueImage: CGImage
var halfAlphaImage: CGImage
init() {
let noiseSource = GKPerlinNoiseSource(frequency: 0.15,
octaveCount: 7,
persistence: 1.25,
lacunarity: 0.5,
seed: 12345)
let opaqueGradient: [NSNumber: NSColor] = [-1.0: redColor_opaque, 1.0: blueColor_opaque]
let opaqueNoise = GKNoise(noiseSource, gradientColors: opaqueGradient)
let opaqueNoiseMap = GKNoiseMap(opaqueNoise,
size: [200.0, 200.0],
origin: [0.0, 0.0],
sampleCount: [200, 200],
seamless: true)
let opaqueTexture = SKTexture(noiseMap: opaqueNoiseMap)
self.opaqueImage = opaqueTexture.cgImage()
let halfAlphaGradient: [NSNumber: NSColor] = [-1.0: redColor_halfAlpha, 1.0: blueColor_opaque]
let halfAlphaNoise = GKNoise(noiseSource, gradientColors: halfAlphaGradient)
let halfAlphaNoiseMap = GKNoiseMap(halfAlphaNoise,
size: [200.0, 200.0],
origin: [0.0, 0.0],
sampleCount: [200, 200],
seamless: true)
let halfAlphaTexture = SKTexture(noiseMap: halfAlphaNoiseMap)
self.halfAlphaImage = halfAlphaTexture.cgImage()
}
}
class GradientIssueView: NSView {
var issue: GKNoiseGradientIssue?
override func awakeFromNib() {
self.issue = GKNoiseGradientIssue()
}
override func draw(_ dirtyRect: NSRect) {
NSColor.black.setFill()
self.bounds.fill()
if let cgc = NSGraphicsContext.current?.cgContext {
cgc.draw(self.issue!.opaqueImage,
in: CGRect(origin: CGPoint(x: 10.0, y: 10.0),
size: CGSize(width: 200.0, height: 200.0)))
cgc.draw(self.issue!.halfAlphaImage,
in: CGRect(origin: CGPoint(x: 10.0, y: 220.0),
size: CGSize(width: 200.0, height: 200.0)))
}
}
}
Just following up here, for anyone else who might encounter this... While I never got a definitive reply from Apple Developer forums I did come to the conclusion that SKTexture + GKNoise only supports opaque colors, so the question as asked has no answer: one can't do this with SKTexture. Instead, I updated my approach to just use GKNoiseMap directly and calculate my own gradients.
An advantage of this approach is that I can also now create gradients from a noise source using more than two colors. I also have more options for creatively skewing or clamping the noise values before they're converted to colors.
To use GKNoiseMap directly instead of with the two-color gradients and SKTexture approach, create the noise with no reference to gradient colors, and create the GKNoiseMap the same way:
let myNoise = GKNoise(noiseSource)
let noiseMap = GKNoiseMap(myNoise,
size: [myModelWidth, myModelHeight],
origin: [myX, myY],
sampleCount: [myPointWidth, myPointHeight],
seamless: true)
Then when rendering, just call the noiseMap value() method to get the noise value for each point in your view or image output, and then calculate your own color gradient for that point including the alpha (if desired). Note that voronoi noise will be between 0.0 and 1.0 while other perlin-based noise will be between -1.0 and 1.0; to simplify here I'll assume one just wants a gradient between two colors at 0.0 and 1.0.
Given two colors in .deviceRGB color space (rgbColor1 and rgbColor2), and the noise value unitNoiseValue as a CGFloat,
let r_range = rgbColor2.redComponent - rgbColor1.redComponent
let g_range = rgbColor2.greenComponent - rgbColor1.greenComponent
let b_range = rgbColor2.blueComponent - rgbColor1.blueComponent
let a_range = rgbColor2.alphaComponent - rgbColor1.alphaComponent
let r = noiseUnitValue * r_range + rgbColor1.redComponent
let g = noiseUnitValue * g_range + rgbColor1.greenComponent
let b = noiseUnitValue * b_range + rgbColor1.blueComponent
let a = noiseUnitValue * a_range + rgbColor2.alphaComponent
return NSColor(red: r, green: g, blue: b, alpha: a)
In order to make this performant it may be helpful to limit the discrete levels of each gradient (e.g. 256 levels), and to cache calculated colors for large images and store in a hash that can be looked up quickly, and similar techniques. Also, because the conversion here just maps a unit value, you can have other skewing of your noise value if desired before calculation of the gradient color, such as additional fade or normalization or other 'shaping' of the input value.

RealityKit – How to set a ModelEntity's transparency?

In SceneKit, there are lots of options such as
Use alpha channel of UIColor via SCNMaterial.(diffuse|emission|ambient|...).contents
Use SCNMaterial.transparency (a CGFloat from 0.0 to 1.0)
Use SCNMaterial.transparent (another SCNMaterialProperty)
Use SCNNode.opacity (a CGFloat from 0.0 (fully transparent) to 1.0
(fully opaque))
I wonder if there is a way to set transparency/opacity/alpha for ModelEntity in RealityKit?
RealityKit 1.0
There's one solution in RealityKit 1.0 allowing you to control object's transparency. You can do it using baseColor or tintColor instance properties of SimpleMaterial():
var tintColor: NSColor { get set }
var baseColor: NSColor { get set }
var tintColor: UIColor { get set }
var baseColor: UIColor { get set }
It perfectly works in iOS even with color parameter:
import UIKit
import RealityKit
class GameViewController: UIViewController {
#IBOutlet var arView: ARView!
override func viewDidLoad() {
super.viewDidLoad()
arView.backgroundColor = .black
var material = SimpleMaterial()
material.tintColor = UIColor.init(red: 1.0,
green: 1.0,
blue: 1.0,
alpha: 0.025)
material.baseColor = MaterialColorParameter.color(UIColor.red)
let mesh: MeshResource = .generateSphere(radius: 0.7)
let modelEntity = ModelEntity(mesh: mesh,
materials: [material])
let anchor = AnchorEntity()
anchor.addChild(modelEntity)
arView.scene.anchors.append(anchor)
}
}
macOS solution (texture example for RealityKit 1.0):
var material = SimpleMaterial()
// CYAN TINT and SEMI-TRANSPARENT ALPHA
material.tintColor = NSColor.init(red: 0.0, green: 1.0, blue: 1.0, alpha: 0.5)
material.baseColor = try! MaterialColorParameter.texture(TextureResource.load(contentsOf: url))
material.roughness = MaterialScalarParameter(floatLiteral: 0.0)
material.metallic = MaterialScalarParameter(floatLiteral: 1.0)
// CUBE WAS MADE IN REALITY COMPOSER
cubeComponent.materials = [material]
// SPHERE IS MADE PROGRAMMATICALLY
let mesh: MeshResource = .generateSphere(radius: 0.7)
let sphereComponent = ModelComponent(mesh: mesh,
materials: [material])
anchor.steelBox!.components.set(cubeComponent)
anchor.components.set(sphereComponent)
arView.scene.anchors.append(anchor)
Or if you do not need any texture on a model (just the color with opacity), you can control transparency via baseColor instance property:
material.baseColor = MaterialColorParameter.color(.init(red: 0.0,
green: 1.0,
blue: 1.0,
alpha: 0.5))
If your scene contains both types of objects – that made in Reality Composer and made programmatically in Xcode and you assign the same material to both objects – a compiled app is presenting some rendering artefacts (look at the picture below).
It's due to unstable work of RealityKit (because framework is too young at the moment). I think that in next version of RealityKit such bugs as missing texture on Reality Composer model and weird reflection left from sphere will be eliminated.
RealityKit 2.0
In RealityKit 2.0 engineers of AR team gave us a .color property instead of .baseColor and .tintColor. These two mentioned are deprecated in iOS 15.
iOS solution (color example for RealityKit 2.0)
var material = SimpleMaterial()
material.color = .init(tint: .red.withAlphaComponent(0.05), texture: nil)
material.baseColor // deprecated in iOS 15
material.tintColor // deprecated in iOS 15
iOS solution (texture example for RealityKit 2.0)
Texture can be applied using the same initializer:
material.color = try! .init(tint: .white.withAlphaComponent(0.9999),
texture: .init(.load(named: "mat.png", in: nil)))
Pay particular attention to tint multiplier – you must use 0.9999 value in case your texture has transparent parts.
And HERE you can find how to setup transparency of PhysicallyBasedMaterial.
I've found a several ways to do that.
Without animation and the easiest is to use OcclusionMaterial():
let plane = ModelEntity(
mesh: .generatePlane(width: 0.1, depth: 0.1),
materials: [OcculusionMaterial()]
)
change existing Entity's opacity:
plane.model?.materials = [OcclusionMaterial()]
With animation (you can tweak these snippets for your needs):
var planeColor = UIColor.blue
func fadeOut() {
runTimer(duration: 0.25) { (percentage) in
let color = self.planeColor.withAlphaComponent(1 - percentage)
var material: Material = SimpleMaterial(color: color, isMetallic: false)
if percentage >= 0.9 {
material = OcclusionMaterial()
}
self.plane.model?.materials = [material]
}
}
func fadeIn() {
runTimer(duration: 0.25) { (percentage) in
let color = self.planeColor.withAlphaComponent(percentage)
let material: Material = SimpleMaterial(color: color, isMetallic: false)
self.plane.model?.materials = [material]
}
}
func runTimer(duration: Double, completion: #escaping (_ percentage: CGFloat) -> Void) {
let startTime = Date().timeIntervalSince1970
let endTime = duration + startTime
Timer.scheduledTimer(withTimeInterval: 1 / 60, repeats: true) { (timer) in
let now = Date().timeIntervalSince1970
if now > endTime {
timer.invalidate()
return
}
let percentage = CGFloat((now - startTime) / duration)
completion(percentage)
}
}
hope this helped someone )

Force Custom NSView from PaintCode to Redraw

I created an icon in PaintCode that is drawn programmatically (but this question isn't necessarily specific to that tool) and I'm trying to get that icon to redraw.
I use a custom class like this:
class IconTabGeneral: NSView {
override func draw(_ dirtyRect: NSRect) {
StyleKitMac.drawTabGeneral()
}
}
The drawTabGeneral() is a method in the StyleKitMac class (generated by PaintCode) that looks like this (I'll omit all the bezierPath details):
#objc dynamic public class func drawTabGeneral(frame targetFrame: NSRect = NSRect(x: 0, y: 0, width: 22, height: 22), resizing: ResizingBehavior = .aspectFit) {
//// General Declarations
let context = NSGraphicsContext.current!.cgContext
//// Resize to Target Frame
NSGraphicsContext.saveGraphicsState()
let resizedFrame: NSRect = resizing.apply(rect: NSRect(x: 0, y: 0, width: 22, height: 22), target: targetFrame)
context.translateBy(x: resizedFrame.minX, y: resizedFrame.minY)
context.scaleBy(x: resizedFrame.width / 22, y: resizedFrame.height / 22)
//// Bezier Drawing
let bezierPath = NSBezierPath()
...
bezierPath.close()
StyleKitMac.accentColor.setFill() ⬅️Custom color set here
bezierPath.fill()
NSGraphicsContext.restoreGraphicsState()
}
The accentColor defined there is a setting that can be changed by the user. I can't get my instance of IconTabGeneral to redraw to pick up the new color after the user changes it.
I've tried this without any luck:
iconGeneralTabInstance.needsDisplay = true
My understanding is that needsDisplay would force the draw function to fire again, but apparently not.
Any idea how I can get this icon to redraw and re-fill its bezierPath?
How about using a NSImageView? Here is a working example:
import AppKit
enum StyleKit {
static func drawIcon(frame: CGRect) {
let circle = NSBezierPath(ovalIn: frame.insetBy(dx: 1, dy: 1))
NSColor.controlAccentColor.setFill()
circle.fill()
}
}
let iconView = NSImageView()
iconView.image = .init(size: .init(width: 24, height: 24), flipped: true) { drawingRect in
StyleKit.drawIcon(frame: drawingRect)
return true
}
import PlaygroundSupport
PlaygroundPage.current.liveView = iconView
I think I got it. It turns out the PaintCode-generated StyleKitMac class was caching the color. The icon was, in fact, being redrawn after needsDisplay was being set. So I just had to refresh the cache's color value.

Create new UIImage from freehand drawn line over UIImage - Swift

This is my first question, so please excuse me if I'm unclear in any way.
I would like to be able to create a new UIImage2 from the contents of a freehand drawn shape over an existing UIImage1 to display over the existing UIImage1.
A visual example: UIImage1 is a photo of a city skyline. The user should be able to draw an outline around a skyscraper and create a new UIImage2 which will be displayed stacked over UIImage1, with the ability to edit (size, color, etc) of UIImage 2.
Drawing lines over a UIImage isn't too difficult, but I've yet to figure out how to capture the content from the UIImage within that freehand drawn shape creating a separate UIImage.
I'd greatly appreciate any help.
If you want to create an image from a masked path, you can:
Create UIBezierPath from user gesture;
Use that bezier path as the CAShapeLayer on the image view;
When the user gesture is done, remove that shape layer, but create new shape layer and use it as a mask; and
Create image from that masked image view using UIGraphicsImageRenderer and drawHierarchy to render whatever should be captured in the image.
For example:
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
private var path: UIBezierPath?
private var strokeLayer: CAShapeLayer?
#IBAction func didHandlePan(_ gesture: UIPanGestureRecognizer) {
let location = gesture.location(in: imageView)
switch gesture.state {
case .began:
path = UIBezierPath()
path?.move(to: location)
strokeLayer = CAShapeLayer()
imageView.layer.addSublayer(strokeLayer!)
strokeLayer?.strokeColor = #colorLiteral(red: 1, green: 0.1491314173, blue: 0, alpha: 1).cgColor
strokeLayer?.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
strokeLayer?.lineWidth = 5
strokeLayer?.path = path?.cgPath
case .changed:
path?.addLine(to: location)
strokeLayer?.path = path?.cgPath
case .cancelled, .ended:
// remove stroke from image view
strokeLayer?.removeFromSuperlayer()
strokeLayer = nil
// mask the image view
let mask = CAShapeLayer()
mask.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1).cgColor
mask.strokeColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
mask.lineWidth = 0
mask.path = path?.cgPath
imageView.layer.mask = mask
// get cropped image
let image = imageView?.snapshot
imageView.layer.mask = nil
// perhaps use that image?
imageView.image = image
default: break
}
}
}
By the way, to create UIImage from a view (masked or otherwise), you can use:
extension UIView {
var snapshot: UIImage {
UIGraphicsImageRenderer(bounds: bounds).image { _ in
drawHierarchy(in: bounds, afterScreenUpdates: true)
}
}
}
That yields something like:

Converting a CAShapeLayer to use in an NSImageView

I'm trying to port some iOS code for a Mac app. My code is as follows:
func innerRing() {
let innerRing = CAShapeLayer()
let circleRadius: CGFloat = 105.0
innerRing.frame = InnerRingView.bounds
func circleFrame() -> CGRect {
var circleFrame = CGRect(x: 0, y: 0, width: 2*circleRadius, height: 2*circleRadius)
circleFrame.origin.x = CGRectGetMidX(InnerRingView.bounds) - CGRectGetMidX(circleFrame)
circleFrame.origin.y = CGRectGetMidY(InnerRingView.bounds) - CGRectGetMidY(circleFrame)
return circleFrame
}
innerRing.path = UIBezierPath(ovalInRect: circleFrame()).CGPath
innerRing.lineWidth = 3.0
innerRing.strokeStart = 0.0
innerRing.strokeEnd = 1.0
innerRing.fillColor = UIColor.clearColor().CGColor
innerRing.strokeColor = UIColor(red: 147.0/255.0, green: 184.0/255.0, blue: 255.0/255.0, alpha: 1.0).CGColor
InnerRingView.layer.addSublayer(innerRing)
}
This code works very well, especially for adjusting the fill color, stroke color, and stroke start/end.
In my Mac app, I am effectively trying to use the same code, but apply it to an NSImageView (I want it to be able to appear on each row of a table, and I will adjust certain parameters (such as color) based on what that row details.
Could anyone assist with guidance on adding this simple circle to an NSImageView?
Why do you want to use an NSImageView? NSImageView is for displaying images (icons, pictures, etc).
Make yourself a custom NSView instead. Just remember that, unlike UIKit's UIView, NSView doesn't get a layer by default, so you need to tell It to by setting wantsLayer to true.
Like so:
class CircleView: NSView {
lazy var innerRing: CAShapeLayer = {
let innerRing = CAShapeLayer()
let circleRadius: CGFloat = 105.0
innerRing.frame = self.bounds
var circleFrame = CGRect(x: 0, y: 0, width: circleRadius, height: circleRadius)
circleFrame.origin.x = CGRectGetMidX(self.bounds) - CGRectGetMidX(circleFrame)
circleFrame.origin.y = CGRectGetMidY(self.bounds) - CGRectGetMidY(circleFrame)
innerRing.path = CGPathCreateWithEllipseInRect(circleFrame, nil)
innerRing.lineWidth = 3.0
innerRing.strokeStart = 0.0
innerRing.strokeEnd = 1.0
innerRing.fillColor = NSColor.clearColor().CGColor
innerRing.strokeColor = NSColor(red: 147.0/255.0, green: 184.0/255.0, blue: 255.0/255.0, alpha: 1.0).CGColor
return innerRing
}()
override func awakeFromNib() {
super.awakeFromNib()
wantsLayer = true
layer = CALayer()
layer?.addSublayer(innerRing)
}
}