4枚のディスクを回すiPhoneアプリのサンプルコードを描いてみます。
#import “ViewController.h”
@import SceneKit;
@interface ViewController ()
@property (nonatomic, weak) SCNView *sceneView;
@end
@implementation ViewController
– (void)viewDidLoad {
[super viewDidLoad];
[self setupScene];
[self createDiscs];
[self createCamera];
}
– (void)setupScene {
SCNView *sv = [[SCNView alloc] initWithFrame:self.view.bounds];
sv.backgroundColor = [self color:0];
sv.scene = [SCNScene scene];
sv.allowsCameraControl = true;
[self.view addSubview:sv];
self.sceneView = sv;
}
– (void)createDiscs {
for (int i=0; i<4; i++) {
float x = (i % 2) * 5;
float z = (i / 2) * 5;
SCNCylinder *c = [SCNCylinder cylinderWithRadius:2 height:0.1];
c.firstMaterial.diffuse.contents = [self color:i + 1];
SCNNode *disc = [SCNNode nodeWithGeometry:c];
disc.position = SCNVector3Make(x, 0, z);
[self.sceneView.scene.rootNode addChildNode:disc];
if (i == 0) {
SCNBox *b = [SCNBox boxWithWidth:1.2 height:0.1 length:1.2 chamferRadius:0];
b.firstMaterial.diffuse.contents = [self color:4 – i];
SCNNode *n0 = [SCNNode nodeWithGeometry:b];
n0.position = SCNVector3Make(0.5, 0.3, 0.4);
SCNNode *n1 = [SCNNode nodeWithGeometry:b];
n1.position = SCNVector3Make(-0.5, 0.1, –0.4);
[disc addChildNode:n0];
[disc addChildNode:n1];
}
else if (i==1) {
UIBezierPath *triangle = [UIBezierPath bezierPath];
[triangle moveToPoint:CGPointMake(1.5, 0)];
[triangle addLineToPoint:CGPointMake(0, 0)];
[triangle addLineToPoint:CGPointMake(0, 1.5)];
[triangle closePath];
SCNShape *t = [SCNShape shapeWithPath:triangle extrusionDepth:0.2];
t.firstMaterial.diffuse.contents = [self color:4-i];
SCNNode *tn = [SCNNode nodeWithGeometry:t];
tn.pivot = SCNMatrix4MakeRotation(M_PI/2.0, 1, 0, 0);
tn.position = SCNVector3Make(0, 0, 0.2);
[disc addChildNode:tn];
}
else if (i==2) {
SCNBox *bar = [SCNBox boxWithWidth:3 height:0.2 length:0.2 chamferRadius:0];
bar.firstMaterial.diffuse.contents = [self color:4 – i];
SCNNode *barNode = [SCNNode nodeWithGeometry:bar];
barNode.rotation = SCNVector4Make(0, 1, 0, M_PI * 0.5);
[disc addChildNode:barNode];
SCNNode *barNode2 = [SCNNode nodeWithGeometry:bar];
[disc addChildNode:barNode2];
}
else if (i==3) {
SCNText *t = [SCNText textWithString:@”Disc” extrusionDepth:0.2];
t.firstMaterial.diffuse.contents = [self color:4 – i];
t.font = [UIFont systemFontOfSize:0.8];
SCNNode *tNode = [SCNNode nodeWithGeometry:t];
tNode.pivot =SCNMatrix4MakeRotation(M_PI * 0.5, 1, 0, 0);
[disc addChildNode:tNode];
}
}
}
– (void)createCamera {
SCNNode *camera = [SCNNode node];
camera.camera = [SCNCamera camera];
camera.position = SCNVector3Make(2.5, 15, 3);
camera.rotation = SCNVector4Make(1, 0, 0, –M_PI/1.95);
[self.sceneView.scene.rootNode addChildNode:camera];
}
– (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint p = [[touches anyObject] locationInView:self.sceneView];
SCNHitTestResult *hit = [self.sceneView hitTest:p options:@{SCNHitTestSortResultsKey : @YES}].firstObject;
if (hit) {
if (!hit.node.hasActions) {
[hit.node runAction:[SCNAction repeatActionForever:[SCNAction rotateByX:0 y:M_PI z:0 duration:1.0]]];
}
}
}
#define ColorHex(rgb) [UIColor colorWithRed:((rgb & 0xFF0000) >> 16)/255.0 green:((rgb & 0xFF00) >> 8)/255.0 blue:(rgb & 0xFF)/255.0 alpha:1.0]
– (UIColor *)color:(int)i {
if (i > 4) {
return nil;
}
int colorCode[] = {0x04BFBF, 0xCAFCD8, 0xF7E967, 0xA9CF54, 0x588F27};
return ColorHex(colorCode[i]);
}
@end