Reputation: 194
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
Upvotes: 10
Views: 8940
Reputation: 231
I've been struggling with some similar bugs using SCNRenderer
rather than SCNView
, and this was the first hit on Google, so I just wanted to add a note with my solution in case it helps anyone.
I was using
.render(withViewport:commandBuffer:passDescriptor:)
but this does not call the delegate render method. Instead, use
.render(atTime:viewport:commandBuffer:passDescriptor:)
even if you are not using the time interval parameter. Then the delegate method renderer(_:updateAtTime:)
will be called properly.
Upvotes: 0
Reputation: 313
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.
Upvotes: 3
Reputation: 7646
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.
Upvotes: 10
Reputation: 4969
For anyone still having problems, setting the delegate and playing variables will work.
sceneView.delegate = self
sceneView.isPlaying = true
Upvotes: 8
Reputation: 747
I suspect the answer hinges on what Querent means by "every frame". Querent should probably clarify this, but I'll try to answer anyway because I'm like that.
The simplest interpretation is probably "every frame that would render anyway", but that seems unlikely to be what is desired unless the cube is intended as a kind of activity monitor for the renderer, which doesn't seem likely either; there are much better approaches to that.
What Querent may want is to render repeatedly while the view's playing property is YES. If that's the case, then perhaps the answer is as simple as setting the view's loops property to YES. This recently solved a problem for me in which I wanted rendering to occur while a keyboard key was held down. (I had noticed that setting playing to YES would induce a single call to my delegate.)
Upvotes: 5
Reputation: 2463
Try this…put your code in a scene class instead – keep the view controller clean.
final class MySCNScene:SCNScene, SCNSceneRendererDelegate
{
@objc func renderer(aRenderer:SCNSceneRenderer, updateAtTime time:NSTimeInterval)
{
}
}
Also set the view's delegate to your scene:
mySCNView!.delegate = mySCNScene
Upvotes: -2