I am pretty new to Swift, and SceneKit, and my current problem is that the custom shape I am trying to create is not showing up, even though the primitive shapes in the framework show up fine.
I have been following the tutorial from https://www.raywenderlich.com/1261-scene-kit-tutorial-with-swift-part-1-getting-started.
I have also checked out the answer on SO: SceneKit – Custom geometry does not show up. I have looked at other answers on here but none work for me.
Here is my code:
import UIKit
import SceneKit
import QuartzCore
class GameViewController: UIViewController {
var scnView: SCNView!
var scnScene: SCNScene!
var cameraNode: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
setupView()
setupScene()
setupCamera()
let lightNode0 = SCNNode()
lightNode0.light = SCNLight()
lightNode0.light!.type = .omni
lightNode0.position = SCNVector3(x: 0, y: 10, z: 10)
scnScene.rootNode.addChildNode(lightNode0)
let lightNode1 = SCNNode()
lightNode1.light = SCNLight()
lightNode1.light!.type = .omni
lightNode1.position = SCNVector3(5, -10, 0)
scnScene.rootNode.addChildNode(lightNode1)
spawnShape()
}
func shouldAutorotate() -> Bool {
return true
}
func prefersStatusBarHidden() -> Bool {
return true
}
func setupView() {
scnView = self.view as! SCNView
// 1
scnView.showsStatistics = true
// 2
scnView.allowsCameraControl = true
// 3
scnView.autoenablesDefaultLighting = true
}
func setupScene() {
scnScene = SCNScene()
scnView.scene = scnScene
}
func setupCamera() {
// 1
cameraNode = SCNNode()
// 2
cameraNode.camera = SCNCamera()
// 3
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
// 4
scnScene.rootNode.addChildNode(cameraNode)
}
And here is the function that produce the custom shape:
func spawnShape() {
// 1
var geometry:SCNGeometry
let positions = [
SCNVector3(-2, 1.5, 0), //0
SCNVector3(-2, 1.5, 0), //1
SCNVector3(2, -1.5, 0), //2
SCNVector3(2, 1.5, 0), //3
SCNVector3(-2, 1.5, 0.4), //4
SCNVector3(2, 1.5, 0.4) //5
]
let source = SCNGeometrySource(vertices: positions)
let indices:[CInt] = [
0, 2, 1,
0, 3, 2,
0, 4, 5,
0, 5 ,3,
4, 1, 2,
4, 2, 5
]
let element = SCNGeometryElement(indices: indices, primitiveType:.triangles)
// 4
geometry = SCNGeometry(sources: [source], elements: [element])
let geometryNode = SCNNode(geometry: geometry)
// 5
scnScene.rootNode.addChildNode(geometryNode)
}
}
Try my light-weighting code (macOS version for quick testing).
It's working: