I've been playing with SceneKit, but I can't figure how to create a per vertex color geometry.
So to be more precise, I would like to do this : http://openglbook.com/chapter-2-vertices-and-shapes.html
Let me know if it's not clear
Thanks.
Pour info :
sceneView = SCNView(frame: sceneContainer.bounds)
sceneView.scene = SCNScene()
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.showsStatistics = true
sceneView.backgroundColor = UIColor.darkGrayColor()
self.sceneContainer.addSubview(sceneView)
// Vertex
let vertices: [SCNVector3] = [SCNVector3(0, 0, 0),
SCNVector3(1, 0, 0),
SCNVector3(0.5, 1, 0)]
let vertexData = NSData(bytes: vertices, length: vertices.count * sizeof(SCNVector3))
let vertexSource = SCNGeometrySource(data: vertexData, semantic: SCNGeometrySourceSemanticVertex, vectorCount: vertices.count, floatComponents: true, componentsPerVector: 3, bytesPerComponent: sizeof(Float), dataOffset: 0, dataStride: sizeof(SCNVector3))
// Faces
let indices: [Int32] = [0,1,2]
let indexData = NSData(bytes: indices, length: sizeof(Int32) * indices.count)
let indexElement = SCNGeometryElement(data: indexData, primitiveType: SCNGeometryPrimitiveType.Triangles, primitiveCount: indices.count / 3, bytesPerIndex: sizeof(CInt))
// Normals
let normals: [SCNVector3] = [SCNVector3(0, 0, 1),
SCNVector3(0, 0, 1),
SCNVector3(0, 0, 1)]
let normalData = NSData(bytes: normals, length: sizeof(SCNVector3) * normals.count)
let normalSource = SCNGeometrySource(data: normalData, semantic: SCNGeometrySourceSemanticNormal, vectorCount: normals.count, floatComponents: true, componentsPerVector: 3, bytesPerComponent: sizeof(Float), dataOffset: 0, dataStride: sizeof(SCNVector3))
// Colors
let colors: [SCNVector3] = [SCNVector3(1, 0, 0),
SCNVector3(0, 1, 0),
SCNVector3(0, 0, 1)]
let colorData = NSData(bytes: colors, length: sizeof(SCNVector3) * colors.count)
let colorSource = SCNGeometrySource(data: colorData, semantic: SCNGeometrySourceSemanticColor, vectorCount: colors.count, floatComponents: true, componentsPerVector: 3, bytesPerComponent: sizeof(Float), dataOffset: 0, dataStride: sizeof(SCNVector3))
// Geometry
let voxelGeometry = SCNGeometry(sources: [vertexSource, normalSource, colorSource], elements: [indexElement])
let voxelMaterial = SCNMaterial()
voxelMaterial.diffuse.contents = UIColor.whiteColor()
voxelGeometry.materials = [voxelMaterial]
voxelNode = SCNNode(geometry: voxelGeometry)
voxelNode.position = SCNVector3(0, 0, 0)
sceneView.scene?.rootNode.addChildNode(voxelNode)
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