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Reply to SCNNode from MDLMesh not rendered
Bill3D, Thank you for your help. Unfortunately, the node is still not being rendered. Here is the modified code plus the bsplinePath function. I will be grateful if you would try it. ```func cabinetKnob() -> SCNNode { let controlPoints: [(x: Float, y: Float)] = [ (0.728,-0.237), (0.176,-0.06), (0.202,0.475), (0.989,0.842), (-0.066,1.093), (-0.726,0.787) ] let pairs = bsplinePath(controlPoints) var knobProfile = [SCNVector3]() for (x,y) in pairs { knobProfile += [ SCNVector3(x: CGFloat(x), y: CGFloat(y), z: 0)] } let nProfiles = 64 // create knob by rotating knobProfile about y-axis let aIncrement: CGFloat = 2 * CGFloat.pi / CGFloat(nProfiles) // ~6 degrees var angle: CGFloat = 0 var knobVertices = knobProfile.map( { $0 } ) angle = 0 for _ in 1...nProfiles { angle += aIncrement // rotate knobProfile about y-axis knobVertices += knobProfile.map( { $0.rotate(about: .y, by: angle) } ) } let source = SCNGeometrySource(vertices: knobVertices) var indices = [[UInt16]]() var i: UInt16 = 0 var j: UInt16 = UInt16(knobProfile.count) // 1st vertex of next profile for k in 0...nProfiles { var stripIndices = [UInt16]() if k == nProfiles { j = 0 } for _ in 0...knobProfile.count-1 { stripIndices += [i, j] i += 1; j += 1 } indices += [stripIndices] } let elements: [SCNGeometryElement] = indices.map( { SCNGeometryElement(indices: $0, primitiveType: .triangleStrip) } ) let surfaceGeometry = SCNGeometry(sources: [source], elements: elements) let aluminum = SCNMaterial() aluminum.lightingModel = SCNMaterial.LightingModel.physicallyBased aluminum.diffuse.contents = NSColor(srgbRed: 0.95, green: 0.95, blue: 0.95, alpha: 1.0) aluminum.roughness.contents = 0.2 aluminum.metalness.contents = 0.9 aluminum.isDoubleSided = true let modelMesh = MDLMesh(scnGeometry: surfaceGeometry) do{ try modelMesh.makeVerticesUniqueAndReturnError() modelMesh.addNormals(withAttributeNamed: "normal", creaseThreshold: 0.9) let flattenedGeom = SCNGeometry(mdlMesh: modelMesh) let flattenedNode = SCNNode(geometry: flattenedGeom) flattenedNode.geometry?.materials = [aluminum] return flattenedNode }catch{ fatalError("mesh vert error") } } func bsplinePath(_ p: [(x: Float, y: Float)]) -> [(Float, Float)] { var pairs = [(Float, Float)]() let nSegements: Int = 10 let tIncr: Float = 1.0/Float(nSegements) let bmat = simd_float4x4([ simd_float4(-1/6, 0.5, -0.5, 1/6), simd_float4(0.5, -1, 0, 4/6), simd_float4(-0.5, 0.5, 0.5, 1/6), simd_float4(1/6, 0, 0, 0) ]) for i in 0...p.count-4 { let px = simd_float4(p[i].x, p[i+1].x, p[i+2].x, p[i+3].x) let py = simd_float4(p[i].y, p[i+1].y, p[i+2].y, p[i+3].y) let vx: simd_float4 = simd_mul(bmat, px) let vy: simd_float4 = simd_mul(bmat, py) // print("bmat * P = (\(vx), \(vy))") var t: Float = 0 let last: Int = (i == p.count-4) ? nSegements : nSegements-1 for _ in 0...last { let qx = simd_dot(simd_float4(t*t*t, t*t, t, 1), vx) let qy = simd_dot(simd_float4(t*t*t, t*t, t, 1), vy) pairs += [(qx, qy)] t += tIncr } } return pairs }
3d