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SceneKit Snapshot After Rotation
After coding in the SceneKit lab, I was able to produce a scene that displays a sphere that rotates over time. The Apple Engineer suggested that I use the new scene view snapshot() method in order to export the scene as an image. However, the image appears to render before the sphereNode.runAction(SCNAction.rotate()) method completed despite it having a duration of 0.0. I believe this is because that method is an animation method. After testing, I have found that the use of the sphereNode.rotate() method does work with the snapshot. However, that method uses quaternions rather than the angles I was working with before. I am having a hard time understanding how to convert from my original angles to the new quaternions to achieve the same result. As of now, I am using     sphereNode.rotation = SCNVector4(x: 0.0, y: 1.0, z: 0.0, w: 0.0)     sphereNode.runAction(SCNAction.rotate(by: 1.1*CGFloat(Double.pi), around: SCNVector3(x: 0.0, y: 1.0, z: 0.0), duration: 0.0)) If somebody could explain how to either continue rotating with an angle while working with the snapshot method or how to convert from my current rotation to the quaternion method, I would greatly appreciate the help. Below is the full code for my scene. var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 500, height: 500)) extension SCNMaterial {     convenience init(color: UIColor) { 					...     }     convenience init(image: UIImage) { 					...     } } func addBloom() -> [CIFilter]? { 		...     return [bloomFilter] } func sceneSetup(completion: () -> ()) {     let scene = SCNScene()     sceneView.backgroundColor = UIColor(red: 0.09, green: 0.09, blue: 0.09, alpha: 1.00)     let sphere = SCNSphere(radius: 1)     sphere.segmentCount = 100     let mat = SCNMaterial(image: UIImage(named: "desaturated.png")!)     sphere.materials = [mat]     sphere.firstMaterial?.diffuse.wrapS = SCNWrapMode.clamp     sphere.firstMaterial?.diffuse.wrapT = SCNWrapMode.clamp     let sphereNode = SCNNode(geometry: sphere)     sphereNode.filters = addBloom()     scene.rootNode.addChildNode(sphereNode)     sceneView.scene = scene     let ambientLightNode = SCNNode()     ambientLightNode.light = SCNLight()     ambientLightNode.light!.type = SCNLight.LightType.ambient     ambientLightNode.light!.color = UIColor(white: 0.8, alpha: 1.0)     scene.rootNode.addChildNode(ambientLightNode)     let omniLightNode = SCNNode()     omniLightNode.light = SCNLight()     omniLightNode.light!.type = SCNLight.LightType.omni     omniLightNode.light!.color = UIColor(white: 0.99, alpha: 1.0)     omniLightNode.position = SCNVector3Make(0, 0, 50)     scene.rootNode.addChildNode(omniLightNode)     sphereNode.rotation = SCNVector4(x: 0.0, y: 1.0, z: 0.0, w: 0.0)     sphereNode.runAction(SCNAction.rotate(by: 1.1*CGFloat(Double.pi), around: SCNVector3(x: 0.0, y: 1.0, z: 0.0), duration: 0.0))     completion() }
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1.2k
Jun ’20
Data Capacity of WidgetKit Timelines and Best Practices
Currently, I have developed a widget that relies on time sensitive information and creates a timeline divided into events that occur on a minute-basis. Because I am loading so many events into the timeline, I kept the length of the timeline small to prevent the timeline from storing thousands of events rather than less than a hundred or so. Then, at the end of that timeline, I request a new timeline with the next set of events. However, I am now noticing that when the end of the timeline is reached, the device tends not to immediately request the new timeline. For that reason, I am considering loading the entire day's events into one timeline. That brings me to my question - Is loading the entire day's timeline okay in this situation and/or are there any potential risks of the timeline refusing to accept so many events?
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564
Jun ’20
SceneKit with WidgetKit Implementation
I have been trying to implement a sphere I have created from SceneKit into a widget I have made with WidgetKit. However, upon running, I receive a fatal error in the timeline stating PlatformViewRepresentableAdaptor<UIKitSceneView> Below is the relevant code to the SceneKit and WidgetKit along with the import statements Please keep in mind that even when using an empty scene rather than one with all of the details below, I received the same error. import WidgetKit import SwiftUI import Intents import SceneKit import UIKit extension SCNMaterial {     convenience init(color: UIColor) {         self.init()         diffuse.contents = color     }     convenience init(image: UIImage) {         self.init()         diffuse.contents = image     } } func addBloom() -> [CIFilter]? {     let bloomFilter = CIFilter(name:"CIBloom")!     bloomFilter.setValue(0.2, forKey: "inputIntensity")     bloomFilter.setValue(35, forKey: "inputRadius")     return [bloomFilter] } func sceneSetup() -> SCNScene{     let scene = SCNScene()     let sphere = SCNSphere(radius: 1)     sphere.segmentCount = 100     let mat = SCNMaterial(image: UIImage(named: "desaturated.png")!)     sphere.materials = [mat]     sphere.firstMaterial?.diffuse.wrapS = SCNWrapMode.clamp     sphere.firstMaterial?.diffuse.wrapT = SCNWrapMode.clamp     let sphereNode = SCNNode(geometry: sphere)     sphereNode.filters = addBloom()     scene.rootNode.addChildNode(sphereNode)     let ambientLightNode = SCNNode()     ambientLightNode.light = SCNLight()     ambientLightNode.light!.type = SCNLight.LightType.ambient     ambientLightNode.light!.color = UIColor(white: 0.8, alpha: 1.0)     scene.rootNode.addChildNode(ambientLightNode)     let omniLightNode = SCNNode()     omniLightNode.light = SCNLight()     omniLightNode.light!.type = SCNLight.LightType.omni     omniLightNode.light!.color = UIColor(white: 0.99, alpha: 1.0)     omniLightNode.position = SCNVector3Make(0, 0, 50)     scene.rootNode.addChildNode(omniLightNode)     sphereNode.rotation = SCNVector4(x: 0.0, y: 1.0, z: 0.0, w: 0.0)     sphereNode.runAction(SCNAction.rotate(by: 0.9*CGFloat(Double.pi), around: SCNVector3(x: 0.0, y: 1.0, z: 0.0), duration: 0.0))     return scene } struct ClassClockWidgetEntryView : View {     var entry: Provider.Entry     var scene = SCNScene()     @Environment(\.colorScheme) var colorScheme     var body: some View {             ZStack() {                 SceneView(scene: sceneSetup())             }         .padding(.all, 25)         .frame(minWidth: 0, maxWidth: .infinity, minHeight: 0, maxHeight: .infinity, alignment: .center)         .background(LinearGradient(gradient: colorScheme == .dark ? Gradient(colors: [Color( colorLiteral(red: 0.2549019754, green: 0.2745098174, blue: 0.3019607961, alpha: 1)), Color( colorLiteral(red: 0.121719892, green: 0.131788787, blue: 0.1464163903, alpha: 1))]) : Gradient(colors: [Color( colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)), Color( colorLiteral(red: 0.9109456692, green: 0.9109456692, blue: 0.9109456692, alpha: 1))]), startPoint: .topTrailing, endPoint: .bottomLeading))         .edgesIgnoringSafeArea(.all)     } }
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1.5k
Jun ’20
Widget Timelines With Clock-Based App
My app, Class Clock, currently offers a Today Widget that displays a circular timer similar to the timer in iOS 13 and a few labels to show the user how much time is left in class. With the new WidgetKit, I understand the widget's timeline is only updated every so often. However, if the circular timer needs to load every minute, how can this be achieved? Could I perhaps tell the timeline that Class A is from 10 - 11 and the widget then animates between 10 and 11 on its own without calling a new timeline every minute? Ideally, the circular progress indicator would continue to animate its SwiftUI Circle trim percentage every second or minute.
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7.4k
Jun ’20