public class SCNGeometry extends NSObject implements SCNAnimatable, SCNBoundingVolume, SCNShadable, NSCopying, NSSecureCoding
SCNGeometry is an abstract class that represents the geometry that can be attached to a SCNNode.
NSObject.Function_instanceMethodForSelector_ret, NSObject.Function_methodForSelector_retSCNShadable.Block_handleBindingOfSymbolUsingBlock, SCNShadable.Block_handleUnbindingOfSymbolUsingBlock| Modifier | Constructor and Description |
|---|---|
protected |
SCNGeometry(org.moe.natj.general.Pointer peer) |
| Modifier and Type | Method and Description |
|---|---|
boolean |
_supportsSecureCoding()
This property must return YES on all classes that allow secure coding.
|
static boolean |
accessInstanceVariablesDirectly() |
void |
addAnimationForKey(SCNAnimation animation,
java.lang.String key)
addAnimation:forKey:
|
void |
addAnimationPlayerForKey(SCNAnimationPlayer player,
java.lang.String key)
addAnimationPlayer:forKey:
|
static SCNGeometry |
alloc() |
static SCNGeometry |
allocWithZone(org.moe.natj.general.ptr.VoidPtr zone) |
CAAnimation |
animationForKey(java.lang.String key)
animationForKey:
|
NSArray<java.lang.String> |
animationKeys()
[@property] animationKeys
|
SCNAnimationPlayer |
animationPlayerForKey(java.lang.String key)
animationPlayerForKey:
|
static boolean |
automaticallyNotifiesObserversForKey(java.lang.String key) |
static void |
cancelPreviousPerformRequestsWithTarget(java.lang.Object aTarget) |
static void |
cancelPreviousPerformRequestsWithTargetSelectorObject(java.lang.Object aTarget,
org.moe.natj.objc.SEL aSelector,
java.lang.Object anArgument) |
static NSArray<java.lang.String> |
classFallbacksForKeyedArchiver() |
static org.moe.natj.objc.Class |
classForKeyedUnarchiver() |
java.lang.Object |
copyWithZone(org.moe.natj.general.ptr.VoidPtr zone) |
static java.lang.String |
debugDescription_static() |
static java.lang.String |
description_static() |
SCNGeometryElement |
edgeCreasesElement()
[@property] edgeCreasesElement
|
SCNGeometrySource |
edgeCreasesSource()
[@property] edgeCreasesSource
|
void |
encodeWithCoder(NSCoder coder) |
SCNMaterial |
firstMaterial()
[@property] firstMaterial
|
static SCNGeometry |
geometry()
geometry
|
SCNGeometryElement |
geometryElementAtIndex(long elementIndex)
geometryElementAtIndex:
|
long |
geometryElementCount()
[@property] geometryElementCount
|
NSArray<? extends SCNGeometryElement> |
geometryElements()
[@property] geometryElements
|
NSArray<? extends SCNGeometrySource> |
geometrySources()
[@property] geometrySources
|
NSArray<? extends SCNGeometrySource> |
geometrySourcesForSemantic(java.lang.String semantic)
geometrySourcesForSemantic:
|
static SCNGeometry |
geometryWithMDLMesh(MDLMesh mdlMesh) |
static SCNGeometry |
geometryWithSourcesElements(NSArray<? extends SCNGeometrySource> sources,
NSArray<? extends SCNGeometryElement> elements)
geometryWithSources:elements:
|
boolean |
getBoundingBoxMinMax(SCNVector3 min,
SCNVector3 max)
getBoundingBoxMin:max:
|
boolean |
getBoundingSphereCenterRadius(SCNVector3 center,
org.moe.natj.general.ptr.NFloatPtr radius)
getBoundingSphereCenter:radius:
|
void |
handleBindingOfSymbolUsingBlock(java.lang.String symbol,
SCNShadable.Block_handleBindingOfSymbolUsingBlock block)
handleBindingOfSymbol:usingBlock:
|
void |
handleUnbindingOfSymbolUsingBlock(java.lang.String symbol,
SCNShadable.Block_handleUnbindingOfSymbolUsingBlock block)
handleUnbindingOfSymbol:usingBlock:
|
static long |
hash_static() |
SCNGeometry |
init() |
SCNGeometry |
initWithCoder(NSCoder coder)
NS_DESIGNATED_INITIALIZER
|
void |
insertMaterialAtIndex(SCNMaterial material,
long index)
insertMaterial:atIndex:
|
static NSObject.Function_instanceMethodForSelector_ret |
instanceMethodForSelector(org.moe.natj.objc.SEL aSelector) |
static NSMethodSignature |
instanceMethodSignatureForSelector(org.moe.natj.objc.SEL aSelector) |
static boolean |
instancesRespondToSelector(org.moe.natj.objc.SEL aSelector) |
boolean |
isAnimationForKeyPaused(java.lang.String key)
isAnimationForKeyPaused:
|
static boolean |
isSubclassOfClass(org.moe.natj.objc.Class aClass) |
static NSSet<java.lang.String> |
keyPathsForValuesAffectingValueForKey(java.lang.String key) |
NSArray<? extends SCNLevelOfDetail> |
levelsOfDetail()
[@property] levelsOfDetail
|
NSArray<? extends SCNMaterial> |
materials()
[@property] materials
|
SCNMaterial |
materialWithName(java.lang.String name)
materialWithName:
|
NSNumber |
minimumLanguageVersion()
[@property] minimumLanguageVersion
|
java.lang.String |
name()
[@property] name
|
static SCNGeometry |
new_objc() |
void |
pauseAnimationForKey(java.lang.String key)
pauseAnimationForKey:
|
SCNProgram |
program()
[@property] program
|
void |
removeAllAnimations()
removeAllAnimations
|
void |
removeAllAnimationsWithBlendOutDuration(double duration)
removeAllAnimationsWithBlendOutDuration
|
void |
removeAnimationForKey(java.lang.String key)
removeAnimationForKey
|
void |
removeAnimationForKeyBlendOutDuration(java.lang.String key,
double duration)
removeAnimationForKey:blendOutDuration:
|
void |
removeAnimationForKeyFadeOutDuration(java.lang.String key,
double duration)
removeAnimationForKey:fadeOutDuration:
|
void |
removeMaterialAtIndex(long index)
removeMaterialAtIndex:
|
void |
replaceMaterialAtIndexWithMaterial(long index,
SCNMaterial material)
replaceMaterialAtIndex:withMaterial:
|
static boolean |
resolveClassMethod(org.moe.natj.objc.SEL sel) |
static boolean |
resolveInstanceMethod(org.moe.natj.objc.SEL sel) |
void |
resumeAnimationForKey(java.lang.String key)
resumeAnimationForKey:
|
void |
setBoundingBoxMinMax(SCNVector3 min,
SCNVector3 max)
setBoundingBoxMin:max:
|
void |
setEdgeCreasesElement(SCNGeometryElement value)
[@property] edgeCreasesElement
|
void |
setEdgeCreasesSource(SCNGeometrySource value)
[@property] edgeCreasesSource
|
void |
setFirstMaterial(SCNMaterial value)
[@property] firstMaterial
|
void |
setLevelsOfDetail(NSArray<? extends SCNLevelOfDetail> value)
[@property] levelsOfDetail
|
void |
setMaterials(NSArray<? extends SCNMaterial> value)
[@property] materials
|
void |
setMinimumLanguageVersion(NSNumber value)
[@property] minimumLanguageVersion
|
void |
setName(java.lang.String value)
[@property] name
|
void |
setProgram(SCNProgram value)
[@property] program
|
void |
setShaderModifiers(NSDictionary<java.lang.String,java.lang.String> value)
[@property] shaderModifiers
|
void |
setSpeedForAnimationKey(double speed,
java.lang.String key)
setSpeed:forAnimationKey:
|
void |
setSubdivisionLevel(long value)
[@property] subdivisionLevel
|
void |
setTessellator(SCNGeometryTessellator value) |
static void |
setVersion_static(long aVersion) |
void |
setWantsAdaptiveSubdivision(boolean value)
[@property] wantsAdaptiveSubdivision
|
NSDictionary<java.lang.String,java.lang.String> |
shaderModifiers()
[@property] shaderModifiers
|
long |
subdivisionLevel()
[@property] subdivisionLevel
|
static org.moe.natj.objc.Class |
superclass_static() |
static boolean |
supportsSecureCoding() |
SCNGeometryTessellator |
tessellator() |
static long |
version_static() |
boolean |
wantsAdaptiveSubdivision()
[@property] wantsAdaptiveSubdivision
|
accessibilityActivate, accessibilityActivationPoint, accessibilityAssistiveTechnologyFocusedIdentifiers, accessibilityAttributedHint, accessibilityAttributedLabel, accessibilityAttributedUserInputLabels, accessibilityAttributedValue, accessibilityContainerType, accessibilityCustomActions, accessibilityCustomRotors, accessibilityDecrement, accessibilityDragSourceDescriptors, accessibilityDropPointDescriptors, accessibilityElementAtIndex, accessibilityElementCount, accessibilityElementDidBecomeFocused, accessibilityElementDidLoseFocus, accessibilityElementIsFocused, accessibilityElements, accessibilityElementsHidden, accessibilityFrame, accessibilityHint, accessibilityIncrement, accessibilityLabel, accessibilityLanguage, accessibilityNavigationStyle, accessibilityPath, accessibilityPerformEscape, accessibilityPerformMagicTap, accessibilityRespondsToUserInteraction, accessibilityScroll, accessibilityTextualContext, accessibilityTraits, accessibilityUserInputLabels, accessibilityValue, accessibilityViewIsModal, addObserverForKeyPathOptionsContext, attemptRecoveryFromErrorOptionIndex, attemptRecoveryFromErrorOptionIndexDelegateDidRecoverSelectorContextInfo, autoContentAccessingProxy, awakeAfterUsingCoder, awakeFromNib, class_objc, classForCoder, classForKeyedArchiver, copy, dealloc, debugDescription, description, dictionaryWithValuesForKeys, didChangeValueForKey, didChangeValueForKeyWithSetMutationUsingObjects, didChangeValuesAtIndexesForKey, doesNotRecognizeSelector, fileManagerShouldProceedAfterError, fileManagerWillProcessPath, finalize_objc, forwardingTargetForSelector, forwardInvocation, hash, indexOfAccessibilityElement, isAccessibilityElement, isEqual, isKindOfClass, isMemberOfClass, isProxy, methodForSelector, methodSignatureForSelector, mutableArrayValueForKey, mutableArrayValueForKeyPath, mutableCopy, mutableOrderedSetValueForKey, mutableOrderedSetValueForKeyPath, mutableSetValueForKey, mutableSetValueForKeyPath, observationInfo, observeValueForKeyPathOfObjectChangeContext, performSelector, performSelectorInBackgroundWithObject, performSelectorOnMainThreadWithObjectWaitUntilDone, performSelectorOnMainThreadWithObjectWaitUntilDoneModes, performSelectorOnThreadWithObjectWaitUntilDone, performSelectorOnThreadWithObjectWaitUntilDoneModes, performSelectorWithObject, performSelectorWithObjectAfterDelay, performSelectorWithObjectAfterDelayInModes, performSelectorWithObjectWithObject, prepareForInterfaceBuilder, provideImageDataBytesPerRowOrigin_Size_UserInfo, removeObserverForKeyPath, removeObserverForKeyPathContext, replacementObjectForCoder, replacementObjectForKeyedArchiver, respondsToSelector, self, setAccessibilityActivationPoint, setAccessibilityAttributedHint, setAccessibilityAttributedLabel, setAccessibilityAttributedUserInputLabels, setAccessibilityAttributedValue, setAccessibilityContainerType, setAccessibilityCustomActions, setAccessibilityCustomRotors, setAccessibilityDragSourceDescriptors, setAccessibilityDropPointDescriptors, setAccessibilityElements, setAccessibilityElementsHidden, setAccessibilityFrame, setAccessibilityHint, setAccessibilityLabel, setAccessibilityLanguage, setAccessibilityNavigationStyle, setAccessibilityPath, setAccessibilityRespondsToUserInteraction, setAccessibilityTextualContext, setAccessibilityTraits, setAccessibilityUserInputLabels, setAccessibilityValue, setAccessibilityViewIsModal, setIsAccessibilityElement, setNilValueForKey, setObservationInfo, setShouldGroupAccessibilityChildren, setValueForKey, setValueForKeyPath, setValueForUndefinedKey, setValuesForKeysWithDictionary, shouldGroupAccessibilityChildren, superclass, validateValueForKeyError, validateValueForKeyPathError, valueForKey, valueForKeyPath, valueForUndefinedKey, willChangeValueForKey, willChangeValueForKeyWithSetMutationUsingObjects, willChangeValuesAtIndexesForKeypublic static boolean accessInstanceVariablesDirectly()
public static SCNGeometry alloc()
public static SCNGeometry allocWithZone(org.moe.natj.general.ptr.VoidPtr zone)
public static boolean automaticallyNotifiesObserversForKey(java.lang.String key)
public static void cancelPreviousPerformRequestsWithTarget(java.lang.Object aTarget)
public static void cancelPreviousPerformRequestsWithTargetSelectorObject(java.lang.Object aTarget,
org.moe.natj.objc.SEL aSelector,
java.lang.Object anArgument)
public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
public static org.moe.natj.objc.Class classForKeyedUnarchiver()
public static java.lang.String debugDescription_static()
public static java.lang.String description_static()
public static SCNGeometry geometry()
Creates and returns an empty geometry object.
An empty geometry may be used as the lowest level of detail of a geometry.
public static SCNGeometry geometryWithMDLMesh(MDLMesh mdlMesh)
public static SCNGeometry geometryWithSourcesElements(NSArray<? extends SCNGeometrySource> sources, NSArray<? extends SCNGeometryElement> elements)
Creates and returns a new geometry built from geometry sources and geometry elements.
A geometry is made of geometry sources (at least vertices) and at least one geometry element. Multiple sources for texture coordinates are accepted. In that case the mappingChannel is implicitly set based on the order of the texture sources, starting at index 0.
sources - An array of geometry sources. If several geometry sources have the same semantic, only the first one is taken into account.elements - An array of geometry elements. The sort order in the array determines the mapping between materials and geometry elements.public static long hash_static()
public static NSObject.Function_instanceMethodForSelector_ret instanceMethodForSelector(org.moe.natj.objc.SEL aSelector)
public static NSMethodSignature instanceMethodSignatureForSelector(org.moe.natj.objc.SEL aSelector)
public static boolean instancesRespondToSelector(org.moe.natj.objc.SEL aSelector)
public static boolean isSubclassOfClass(org.moe.natj.objc.Class aClass)
public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey(java.lang.String key)
public static SCNGeometry new_objc()
public static boolean resolveClassMethod(org.moe.natj.objc.SEL sel)
public static boolean resolveInstanceMethod(org.moe.natj.objc.SEL sel)
public static void setVersion_static(long aVersion)
public static org.moe.natj.objc.Class superclass_static()
public static boolean supportsSecureCoding()
public static long version_static()
public void addAnimationForKey(SCNAnimation animation, java.lang.String key)
SCNAnimatableAdds and runs an animation
Only SCNAnimation (preferred), CABasicAnimation, CAKeyframeAnimation and CAAnimationGroup are supported. The animation starts playing right away. The animation is automatically removed on completion unless if removedOnCompletion is explicitly set to NO.
addAnimationForKey in interface SCNAnimatableanimation - Added animation.key - May be any string such that only one animation per unique key is added per animatable object. removedOnCompletion] public CAAnimation animationForKey(java.lang.String key)
SCNAnimatableReturns the animation with the given identifier
This will return nil if no such animation exists. Attempting to modify any properties of the returned object will result in undefined behavior.
animationForKey in interface SCNAnimatablekey - The identifier for the animation to retrieve.public NSArray<java.lang.String> animationKeys()
SCNAnimatableReturns an array containing the keys of all animations currently attached to the receiver.
animationKeys in interface SCNAnimatablepublic java.lang.Object copyWithZone(org.moe.natj.general.ptr.VoidPtr zone)
copyWithZone in interface NSCopyingpublic SCNGeometryElement edgeCreasesElement()
Specifies the edges creases that control the subdivision. Defaults to nil.
The primitive type of this geometry element must be SCNGeometryPrimitiveTypeLine. See subdivisionLevel above to control the level of subdivision. See edgeCreasesSource below to specify sharpness of the creases.
public SCNGeometrySource edgeCreasesSource()
Specifies the crease value of the edges specified by edgeCreasesElement. Defaults to nil.
The semantic of this geometry source must be "SCNGeometrySourceSemanticEdgeCrease". The creases values are floating values between 0 and 10, where 0 means smooth and 10 means infinitely sharp. See subdivisionLevel above to control the level of subdivision. See edgeCreasesElement above to specify edges for edge creases.
public void encodeWithCoder(NSCoder coder)
encodeWithCoder in interface NSCodingpublic SCNMaterial firstMaterial()
Determines the first material of the geometry. Returns nil if the geometry has no material.
This method is here for convenience. It is equivalent to the first object in the "materials" array above.
public SCNGeometryElement geometryElementAtIndex(long elementIndex)
Returns the geometry element at a given index.
elementIndex - The index of the geometry element.public long geometryElementCount()
Returns the number of geometry elements owned by the geometry.
public NSArray<? extends SCNGeometryElement> geometryElements()
The array of geometry elements of the receiver.
public NSArray<? extends SCNGeometrySource> geometrySources()
The array of geometry sources of the receiver.
public NSArray<? extends SCNGeometrySource> geometrySourcesForSemantic(java.lang.String semantic)
Returns the geometry sources for a given semantic.
Returns nil if no geometry source is found for the given semantic. May return more than one source, typically for multiple texture coordinate sources.
semantic - The semantic of the geometry sources that should be retrieved.public boolean getBoundingBoxMinMax(SCNVector3 min, SCNVector3 max)
SCNBoundingVolumeFill the min and max vectors with the min and max vertex of the bounding box.
the returned bounding box is in local space of the receiver.
getBoundingBoxMinMax in interface SCNBoundingVolumemin - A pointer to a SCNVector3 to store the min vertex of the bounding box into.max - A pointer to a SCNVector3 to store the max vertex of the bounding box into.public boolean getBoundingSphereCenterRadius(SCNVector3 center, org.moe.natj.general.ptr.NFloatPtr radius)
SCNBoundingVolumeFill the center vector with the center of the bounding sphere and store the radius of the bounding sphere in 'radius'.
the returned bounding sphere is in local space of the receiver.
getBoundingSphereCenterRadius in interface SCNBoundingVolumecenter - A pointer to a SCNVector3 to store the center of the bounding sphere into.radius - A pointer to a CGFloat to store the radius of the bounding sphere into.public void handleBindingOfSymbolUsingBlock(java.lang.String symbol,
SCNShadable.Block_handleBindingOfSymbolUsingBlock block)
SCNShadableSets the block to call at render time to bind the value for the specified symbol of the receiver's SCNProgram. This method has no effect for symbols declared in shader modifiers.
This method can only be used with OpenGL and OpenGLES based programs.
handleBindingOfSymbolUsingBlock in interface SCNShadablesymbol - The name of the symbol to bind a value for.block - The block to call to bind the specified symbol.public void handleUnbindingOfSymbolUsingBlock(java.lang.String symbol,
SCNShadable.Block_handleUnbindingOfSymbolUsingBlock block)
SCNShadableSets the block to call at render time to unbind the value for the specified symbol of the receiver's SCNProgram. This method has no effect for symbols declared in shader modifiers.
This method can only be used with OpenGL and OpenGLES based programs.
handleUnbindingOfSymbolUsingBlock in interface SCNShadablesymbol - The name of the symbol to unbind.block - The block to call to unbind the specified symbol.public SCNGeometry init()
public SCNGeometry initWithCoder(NSCoder coder)
NSCodinginitWithCoder in interface NSCodingpublic void insertMaterialAtIndex(SCNMaterial material, long index)
Insert a material in the materials array at the specified index.
material - The material to insert.index - Index in the materials array to insert the new material.public boolean isAnimationForKeyPaused(java.lang.String key)
SCNAnimatableReturns whether the animation for the specified identifier is paused.
isAnimationForKeyPaused in interface SCNAnimatablekey - The identifier for the animation to query.public NSArray<? extends SCNLevelOfDetail> levelsOfDetail()
Determines the receiver's levels of detail. Defaults to nil.
public SCNMaterial materialWithName(java.lang.String name)
Return the first material from the materials array of the receiver with the specified name.
name - The name of the material to retrieve.public NSArray<? extends SCNMaterial> materials()
Specifies the receiver's materials array.
Each geometry element can be rendered using a different material. The index of the material used for a geometry element is equal to the index of that element modulo the number of materials.
public java.lang.String name()
Determines the name of the receiver.
public void pauseAnimationForKey(java.lang.String key)
SCNAnimatablePause the animation with the given identifier.
pauseAnimationForKey in interface SCNAnimatablekey - The identifier for the animation to pause.public SCNProgram program()
SCNShadableSpecifies a custom program used to render the receiver.
When a program is set, it overrides all the rendering parameters such as material settings and shaderModifiers.
program in interface SCNShadablepublic void removeAllAnimations()
SCNAnimatableRemove all animations.
removeAllAnimations in interface SCNAnimatablepublic void removeAnimationForKey(java.lang.String key)
SCNAnimatableRemove the animation with the given identifier.
removeAnimationForKey in interface SCNAnimatablekey - The identifier for the animation to remove.public void removeAnimationForKeyFadeOutDuration(java.lang.String key,
double duration)
SCNAnimatableSmoothly remove the animation with the given identifier.
removeAnimationForKeyFadeOutDuration in interface SCNAnimatablekey - The identifier for the animation to remove.duration - The fade out duration used to remove the animation.public void removeMaterialAtIndex(long index)
Remove the material at the specified index from the materials array.
index - The index of the material to remove from the 'materials' array.public void replaceMaterialAtIndexWithMaterial(long index,
SCNMaterial material)
Remove the material at the index 'index' from the materials array of the receiver and insert 'material' in its position.
index - The index of the material to replace in the materials array.material - The new material that will replace the previous one.public void resumeAnimationForKey(java.lang.String key)
SCNAnimatableResume the animation with the given identifier.
resumeAnimationForKey in interface SCNAnimatablekey - The identifier for the animation to resume.public void setBoundingBoxMinMax(SCNVector3 min, SCNVector3 max)
SCNBoundingVolumeOverride the receiver bounding box with the min and max vectors provided (in local space of the receiver).
Passing nil as arguments will recompute the original bounding box of the receiver.
setBoundingBoxMinMax in interface SCNBoundingVolumemin - A pointer to a SCNVector3 representing the min vertex of the desired bounding box.max - A pointer to a SCNVector3 representing the max vertex of the desired bounding box.public void setEdgeCreasesElement(SCNGeometryElement value)
Specifies the edges creases that control the subdivision. Defaults to nil.
The primitive type of this geometry element must be SCNGeometryPrimitiveTypeLine. See subdivisionLevel above to control the level of subdivision. See edgeCreasesSource below to specify sharpness of the creases.
public void setEdgeCreasesSource(SCNGeometrySource value)
Specifies the crease value of the edges specified by edgeCreasesElement. Defaults to nil.
The semantic of this geometry source must be "SCNGeometrySourceSemanticEdgeCrease". The creases values are floating values between 0 and 10, where 0 means smooth and 10 means infinitely sharp. See subdivisionLevel above to control the level of subdivision. See edgeCreasesElement above to specify edges for edge creases.
public void setFirstMaterial(SCNMaterial value)
Determines the first material of the geometry. Returns nil if the geometry has no material.
This method is here for convenience. It is equivalent to the first object in the "materials" array above.
public void setLevelsOfDetail(NSArray<? extends SCNLevelOfDetail> value)
Determines the receiver's levels of detail. Defaults to nil.
public void setMaterials(NSArray<? extends SCNMaterial> value)
Specifies the receiver's materials array.
Each geometry element can be rendered using a different material. The index of the material used for a geometry element is equal to the index of that element modulo the number of materials.
public void setName(java.lang.String value)
Determines the name of the receiver.
public void setProgram(SCNProgram value)
SCNShadableSpecifies a custom program used to render the receiver.
When a program is set, it overrides all the rendering parameters such as material settings and shaderModifiers.
setProgram in interface SCNShadablepublic void setShaderModifiers(NSDictionary<java.lang.String,java.lang.String> value)
SCNShadableDictionary of shader modifiers snippets, targeting entry points. The valid keys are the entry points described in the "Shader Modifier Entry Point" constants. The values are the code snippets formatted as described below.
Shader modifiers allow you to inject shader code in the standard shaders of SceneKit. This injection is allowed in few controlled entry points, allowing specific kind of tasks in specific context. Each modifier can operate on specific structures along with access to global uniforms, that could be the standard SceneKit uniforms or its own declared uniforms.
Shader modifiers can be used to tweak SceneKit rendering by adding custom code at the following entry points: 1. vertex (SCNShaderModifierEntryPointGeometry) 2. surface (SCNShaderModifierEntryPointSurface) 3. lighting (SCNShaderModifierEntryPointLightingModel) 4. fragment (SCNShaderModifierEntryPointFragment) See below for a detailed explanation of these entry points and the context they provide.
Shader modifiers can be written in either GLSL or the Metal Shading Language. Metal shaders won't run on iOS 8 and macOS 10.10 or earlier.
The structure of a shader modifier is:
GLSL | uniform float myGrayAmount = 3.0; // Custom GLSL uniforms declarations are of the form `[uniform type uniformName [= defaultValue]]` | | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | vec3 myColor = myGrayAmount; | _output.color.rgb += myColor;
Metal Shading Language | #pragma arguments | float myGrayAmount; // Custom Metal uniforms declarations require a #pragma and are of the form `[type name]` | | #pragma declaration | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | float3 myColor = myGrayAmount; | _output.color.rgb += myColor;
The `#pragma body` directive Is only needed if you declared functions that must not be included in the shader code itself.
The `#pragma transparent` directive Forces the rendering to be blended using the following equation: _output.color.rgb + (1 - _output.color.a) * dst.rgb; where `dst` represents the current fragment color. The rgb components must be premultiplied.
The `#pragma opaque` directive Forces the rendering to be opaque. It then ignores the alpha component of the fragment.
When using Metal, you can also transfer varying values from the vertex shader (geometry shader modifier) to the fragment shader (surface and/or fragment shader modifier): 1. Start by declaring the varying values in at least one of the shader modifiers:
Metal Shading Language | #pragma varyings | half3 myVec;
2. Then write the varying values from the vertex shader (geometry shader modifier):
Metal Shading Language | #pragma body | out.myVec = _geometry.normal.xyz * 0.5h + 0.5h;
3. Finally read the varying values from the fragment shader (surface and/or fragment shader modifier):
Metal Shading Language | _output.color.rgb = saturate(in.myVec);
SceneKit declares the following built-in uniforms:
GLSL | Metal Shading Language | --------------------------------------------┼-------------------------------------------------------┤ float u_time | float scn_frame.time | The current time, in seconds vec2 u_inverseResolution | float2 scn_frame.inverseResolution | 1.0 / screen size --------------------------------------------┼-------------------------------------------------------┤ mat4 u_viewTransform | float4x4 scn_frame.viewTransform | See SCNViewTransform mat4 u_inverseViewTransform | float4x4 scn_frame.inverseViewTransform | mat4 u_projectionTransform | float4x4 scn_frame.projectionTransform | See SCNProjectionTransform mat4 u_inverseProjectionTransform | float4x4 scn_frame.inverseProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat4 u_normalTransform | float4x4 scn_node.normalTransform | See SCNNormalTransform mat4 u_modelTransform | float4x4 scn_node.modelTransform | See SCNModelTransform mat4 u_inverseModelTransform | float4x4 scn_node.inverseModelTransform | mat4 u_modelViewTransform | float4x4 scn_node.modelViewTransform | See SCNModelViewTransform mat4 u_inverseModelViewTransform | float4x4 scn_node.inverseModelViewTransform | mat4 u_modelViewProjectionTransform | float4x4 scn_node.modelViewProjectionTransform | See SCNModelViewProjectionTransform mat4 u_inverseModelViewProjectionTransform | float4x4 scn_node.inverseModelViewProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat2x3 u_boundingBox; | float2x3 scn_node.boundingBox | The bounding box of the current geometry, in model space, u_boundingBox[0].xyz and u_boundingBox[1].xyz being respectively the minimum and maximum corner of the box. mat2x3 u_worldBoundingBox; | float2x3 scn_node.worldBoundingBox | The bounding box of the current geometry, in world space.
When writing shaders using the Metal Shading Language a complete description of the type of the scn_frame variable (SCNSceneBuffer) can be found in the
In addition to these built-in uniforms, it is possible to use custom uniforms:
The SCNGeometry and SCNMaterial classes are key-value coding compliant classes, which means that you can set values for arbitrary keys. Even if the key `myAmplitude` is not a declared property of the class, you can still set a value for it.
Declaring a `myAmplitude` uniform in the shader modifier makes SceneKit observe the reveiver's `myAmplitude` key. Any change to that key will make SceneKit bind the uniform with the new value.
The following GLSL and Metal Shading Language types (and their Objective-C counterparts) can be used to declare (and bind) custom uniforms:
GLSL | Metal Shading Language | Objective-C |
------------┼------------------------┼---------------------------------------┤
int | int | NSNumber, NSInteger, int |
float | float | NSNumber, CGFloat, float, double |
vec2 | float2 | CGPoint |
vec3 | float3 | SCNVector3 |
vec4 | float4 | SCNVector4 |
mat4, mat44 | float4x4 | SCNMatrix4 |
sampler2D | texture2d | SCNMaterialProperty |
samplerCube | texturecube | SCNMaterialProperty (with a cube map) |
- | device const T* | MTLBuffer | Feature introduced in macOS 10.13, iOS 11.0 and tvOS 11.0
- | struct {...} | NSData | The entire struct can be set using NSData but it is also possible to set individual members using the member's name as a key and a value compatible with the member's type
Common scalar types wrapped into a NSValue are also supported.
The following prefixes are reserved by SceneKit and should not be used in custom names:
1. u_
2. a_
3. v_
Custom uniforms can be animated using explicit animations.
setShaderModifiers in interface SCNShadablepublic void setSpeedForAnimationKey(double speed,
java.lang.String key)
SCNAnimatableUpdate the animation speed of the animation with the given identifier.
setSpeedForAnimationKey in interface SCNAnimatablespeed - The new speed of the animation.key - The identifier for the animation to update.public void setSubdivisionLevel(long value)
Specifies the subdivision level of the receiver. Defaults to 0.
A subdivision level of 0 means no subdivision. When the `tessellator` property of the receiver is not nil, the refinement is done on the GPU.
public NSDictionary<java.lang.String,java.lang.String> shaderModifiers()
SCNShadableDictionary of shader modifiers snippets, targeting entry points. The valid keys are the entry points described in the "Shader Modifier Entry Point" constants. The values are the code snippets formatted as described below.
Shader modifiers allow you to inject shader code in the standard shaders of SceneKit. This injection is allowed in few controlled entry points, allowing specific kind of tasks in specific context. Each modifier can operate on specific structures along with access to global uniforms, that could be the standard SceneKit uniforms or its own declared uniforms.
Shader modifiers can be used to tweak SceneKit rendering by adding custom code at the following entry points: 1. vertex (SCNShaderModifierEntryPointGeometry) 2. surface (SCNShaderModifierEntryPointSurface) 3. lighting (SCNShaderModifierEntryPointLightingModel) 4. fragment (SCNShaderModifierEntryPointFragment) See below for a detailed explanation of these entry points and the context they provide.
Shader modifiers can be written in either GLSL or the Metal Shading Language. Metal shaders won't run on iOS 8 and macOS 10.10 or earlier.
The structure of a shader modifier is:
GLSL | uniform float myGrayAmount = 3.0; // Custom GLSL uniforms declarations are of the form `[uniform type uniformName [= defaultValue]]` | | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | vec3 myColor = myGrayAmount; | _output.color.rgb += myColor;
Metal Shading Language | #pragma arguments | float myGrayAmount; // Custom Metal uniforms declarations require a #pragma and are of the form `[type name]` | | #pragma declaration | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | float3 myColor = myGrayAmount; | _output.color.rgb += myColor;
The `#pragma body` directive Is only needed if you declared functions that must not be included in the shader code itself.
The `#pragma transparent` directive Forces the rendering to be blended using the following equation: _output.color.rgb + (1 - _output.color.a) * dst.rgb; where `dst` represents the current fragment color. The rgb components must be premultiplied.
The `#pragma opaque` directive Forces the rendering to be opaque. It then ignores the alpha component of the fragment.
When using Metal, you can also transfer varying values from the vertex shader (geometry shader modifier) to the fragment shader (surface and/or fragment shader modifier): 1. Start by declaring the varying values in at least one of the shader modifiers:
Metal Shading Language | #pragma varyings | half3 myVec;
2. Then write the varying values from the vertex shader (geometry shader modifier):
Metal Shading Language | #pragma body | out.myVec = _geometry.normal.xyz * 0.5h + 0.5h;
3. Finally read the varying values from the fragment shader (surface and/or fragment shader modifier):
Metal Shading Language | _output.color.rgb = saturate(in.myVec);
SceneKit declares the following built-in uniforms:
GLSL | Metal Shading Language | --------------------------------------------┼-------------------------------------------------------┤ float u_time | float scn_frame.time | The current time, in seconds vec2 u_inverseResolution | float2 scn_frame.inverseResolution | 1.0 / screen size --------------------------------------------┼-------------------------------------------------------┤ mat4 u_viewTransform | float4x4 scn_frame.viewTransform | See SCNViewTransform mat4 u_inverseViewTransform | float4x4 scn_frame.inverseViewTransform | mat4 u_projectionTransform | float4x4 scn_frame.projectionTransform | See SCNProjectionTransform mat4 u_inverseProjectionTransform | float4x4 scn_frame.inverseProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat4 u_normalTransform | float4x4 scn_node.normalTransform | See SCNNormalTransform mat4 u_modelTransform | float4x4 scn_node.modelTransform | See SCNModelTransform mat4 u_inverseModelTransform | float4x4 scn_node.inverseModelTransform | mat4 u_modelViewTransform | float4x4 scn_node.modelViewTransform | See SCNModelViewTransform mat4 u_inverseModelViewTransform | float4x4 scn_node.inverseModelViewTransform | mat4 u_modelViewProjectionTransform | float4x4 scn_node.modelViewProjectionTransform | See SCNModelViewProjectionTransform mat4 u_inverseModelViewProjectionTransform | float4x4 scn_node.inverseModelViewProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat2x3 u_boundingBox; | float2x3 scn_node.boundingBox | The bounding box of the current geometry, in model space, u_boundingBox[0].xyz and u_boundingBox[1].xyz being respectively the minimum and maximum corner of the box. mat2x3 u_worldBoundingBox; | float2x3 scn_node.worldBoundingBox | The bounding box of the current geometry, in world space.
When writing shaders using the Metal Shading Language a complete description of the type of the scn_frame variable (SCNSceneBuffer) can be found in the
In addition to these built-in uniforms, it is possible to use custom uniforms:
The SCNGeometry and SCNMaterial classes are key-value coding compliant classes, which means that you can set values for arbitrary keys. Even if the key `myAmplitude` is not a declared property of the class, you can still set a value for it.
Declaring a `myAmplitude` uniform in the shader modifier makes SceneKit observe the reveiver's `myAmplitude` key. Any change to that key will make SceneKit bind the uniform with the new value.
The following GLSL and Metal Shading Language types (and their Objective-C counterparts) can be used to declare (and bind) custom uniforms:
GLSL | Metal Shading Language | Objective-C |
------------┼------------------------┼---------------------------------------┤
int | int | NSNumber, NSInteger, int |
float | float | NSNumber, CGFloat, float, double |
vec2 | float2 | CGPoint |
vec3 | float3 | SCNVector3 |
vec4 | float4 | SCNVector4 |
mat4, mat44 | float4x4 | SCNMatrix4 |
sampler2D | texture2d | SCNMaterialProperty |
samplerCube | texturecube | SCNMaterialProperty (with a cube map) |
- | device const T* | MTLBuffer | Feature introduced in macOS 10.13, iOS 11.0 and tvOS 11.0
- | struct {...} | NSData | The entire struct can be set using NSData but it is also possible to set individual members using the member's name as a key and a value compatible with the member's type
Common scalar types wrapped into a NSValue are also supported.
The following prefixes are reserved by SceneKit and should not be used in custom names:
1. u_
2. a_
3. v_
Custom uniforms can be animated using explicit animations.
shaderModifiers in interface SCNShadablepublic long subdivisionLevel()
Specifies the subdivision level of the receiver. Defaults to 0.
A subdivision level of 0 means no subdivision. When the `tessellator` property of the receiver is not nil, the refinement is done on the GPU.
public boolean _supportsSecureCoding()
NSSecureCoding_supportsSecureCoding in interface NSSecureCodingpublic void addAnimationPlayerForKey(SCNAnimationPlayer player, java.lang.String key)
SCNAnimatableAdd an animation player.
The animation player is not removed automatically on completion. The animation doesn't start playing immediatelly. Call "play" on the player to start playing it.
addAnimationPlayerForKey in interface SCNAnimatableplayer - Added animation player.key - May be any string such that only one animation per unique key is added per animatable object.play]public SCNAnimationPlayer animationPlayerForKey(java.lang.String key)
SCNAnimatableReturns the animation player with the given identifier
This will return nil if no such animation player exists.
animationPlayerForKey in interface SCNAnimatablekey - The identifier for the animation player to retrieve.public void removeAnimationForKeyBlendOutDuration(java.lang.String key,
double duration)
SCNAnimatableSmoothly remove the animation with the given identifier.
removeAnimationForKeyBlendOutDuration in interface SCNAnimatablekey - The identifier for the animation to remove.duration - The blend out duration used to remove the animation.public void setTessellator(SCNGeometryTessellator value)
public void setWantsAdaptiveSubdivision(boolean value)
Specifies if the subdivision is adaptive or uniform. Defaults to YES.
Adaptive subdivision requires that the `tessellator` property of the receiver is not nil.
public SCNGeometryTessellator tessellator()
public boolean wantsAdaptiveSubdivision()
Specifies if the subdivision is adaptive or uniform. Defaults to YES.
Adaptive subdivision requires that the `tessellator` property of the receiver is not nil.
public NSNumber minimumLanguageVersion()
SCNShadableThe minimum language version required to interpret the shadable source code (wrapped MTLLanguageVersion). Defaults to nil.
By default SceneKit does not use the most recent language version in order to reduce compilation times. If set to nil the shadable source code is assumed to compile with any language version greater than or equal to Metal 2.0.
minimumLanguageVersion in interface SCNShadablepublic void removeAllAnimationsWithBlendOutDuration(double duration)
SCNAnimatableSmoothly remove all animations.
removeAllAnimationsWithBlendOutDuration in interface SCNAnimatableduration - The blend out duration used to remove the animation.public void setMinimumLanguageVersion(NSNumber value)
SCNShadableThe minimum language version required to interpret the shadable source code (wrapped MTLLanguageVersion). Defaults to nil.
By default SceneKit does not use the most recent language version in order to reduce compilation times. If set to nil the shadable source code is assumed to compile with any language version greater than or equal to Metal 2.0.
setMinimumLanguageVersion in interface SCNShadable