I recently asked a question which had a pretty obvious answer. I'm still working on the same project and running into another problem. I need to implement per frame logic and the SCNSceneRendererDelegate
protocol worked perfectly fine on iOS, but on OSX, the renderer
function is not firing. I have created a little example project to illustrate my problem. It consists of a Scene Kit View in storyboard and following code in the ViewController
class:
import Cocoa
import SceneKit
class ViewController: NSViewController, SCNSceneRendererDelegate {
@IBOutlet weak var sceneView: SCNView!
let cubeNode = SCNNode()
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
let sphere = SCNSphere(radius: 0.1)
sphere.firstMaterial!.diffuse.contents = NSColor.yellowColor()
let sphereNode = SCNNode(geometry: sphere)
scene.rootNode.addChildNode(sphereNode)
let cube = SCNBox(width: 0.2, height: 0.2, length: 0.2, chamferRadius: 0)
cube.firstMaterial!.diffuse.contents = NSColor.greenColor()
cubeNode.geometry = cube
cubeNode.position = SCNVector3(1,0,0)
scene.rootNode.addChildNode(cubeNode)
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(2, 1, 2)
let constraint = SCNLookAtConstraint(target: cubeNode)
cameraNode.constraints = [constraint]
scene.rootNode.addChildNode(cameraNode)
sceneView.scene = scene
sceneView.backgroundColor = NSColor(red: 0.5, green: 0, blue: 0.3, alpha: 1)
sceneView.allowsCameraControl = true
sceneView.delegate = self
sceneView.playing = true
}
func renderer(renderer: SCNSceneRenderer, updateAtTime time: NSTimeInterval) {
cubeNode.position.x += 0.1
}
}
All I want is to basically move the cube with every frame. But nothing happens. What is weird is that when I set sceneView.allowsCameraControl
to true
, the renderer
function is called whenever I click or drag on the screen (which makes sense because it needs to update the view based on camera angles). But I would want it to be called every frame.
Is there an error I don't see or is this a bug in my Xcode?
Edit: I have tried following the instructions in the answer below and now have the following code for the ViewController:
import Cocoa
import SceneKit
class ViewController: NSViewController {
@IBOutlet weak var sceneView: SCNView!
let scene = MyScene(create: true)
override func viewDidLoad() {
super.viewDidLoad()
sceneView.scene = scene
sceneView.backgroundColor = NSColor(red: 0.5, green: 0, blue: 0.3, alpha: 1)
sceneView.allowsCameraControl = true
sceneView.delegate = scene
sceneView.playing = true
}
}
And a MyScene class:
import Foundation
import SceneKit
final class MyScene: SCNScene, SCNSceneRendererDelegate {
let cubeNode = SCNNode()
convenience init(create: Bool) {
self.init()
let sphere = SCNSphere(radius: 0.1)
sphere.firstMaterial!.diffuse.contents = NSColor.yellowColor()
let sphereNode = SCNNode(geometry: sphere)
rootNode.addChildNode(sphereNode)
let cube = SCNBox(width: 0.2, height: 0.2, length: 0.2, chamferRadius: 0)
cube.firstMaterial!.diffuse.contents = NSColor.greenColor()
cubeNode.geometry = cube
cubeNode.position = SCNVector3(1,0,0)
rootNode.addChildNode(cubeNode)
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(2, 1, 2)
let constraint = SCNLookAtConstraint(target: cubeNode)
cameraNode.constraints = [constraint]
rootNode.addChildNode(cameraNode)
}
@objc func renderer(aRenderer: SCNSceneRenderer, updateAtTime time: NSTimeInterval) {
cubeNode.position.x += 0.01
}
}
However, it is still not working. What am I doing wrong?
Edit: setting sceneView.loops = true fixes the described problem
In addition to several helpful hints in this chain, the final one for me to get delegate called was the following: If you use the pre Swift 4 methods for the SCNSceneRendererDelegate
class, it compiles fine with no errors or warnings, but the delegate is never called.
Thus the obsolete pre-Swift 4 definition:
func renderer(aRenderer:SCNSceneRenderer, updateAtTime time:TimeInterval) {...}
(which I got from a snippet on the web) compiled just fine and was never called, while the correct definition
func renderer(_ renderer:SCNSceneRenderer, updateAtTimet time:TimeInterval) {...}
compiles and gets called!
Since SCNSceneRendererDelegate
is a protocol, the normal Swift protections afforded by override are not appropriate. Since SCNSceneRendererDelegate
defines its methods as optional (which I like), it is not caught that way either.
I don't understand what's causing the problem, but I was able to replicate it. I got it to work, though, by adding a meaningless SCNAction
:
let dummyAction = SCNAction.scaleBy(1.0, duration: 1.0)
let repeatAction = SCNAction.repeatActionForever(dummyAction)
cubeNode.runAction(repeatAction)
The render loop fires only if the scene is "playing" (see SKScene becomes unresponsive while being idle). I expect that setting
sceneView.isPlaying = true
(as you're already doing) would be enough to trigger the render callbacks.
The code I have above is not a solution. It's a nasty hack to work around your problem and allow you to get on with life.
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