Matthew Anguelo
Matthew Anguelo

Reputation: 293

SceneKit Renderer Function Not Working Swift?

I am currently working with Swift 3 and SceneKit. My issue seems to be that my renderer function is not working properly. I don't know what I am doing wrong. The program runs but none of the code in the: func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) seems to execute.

Here is my code up to the renderer function.

import UIKit import QuartzCore import SceneKit

class GameViewController: UIViewController, SCNSceneRendererDelegate{

    let scene = SCNScene()
    let cameraNode = SCNNode()   
    var person = SCNNode()   

    let firstBox = SCNNode()

    var goingLeft = Bool()

    var tempBox = SCNNode()

    var prevBoxNumber = Int()

    var boxNumber = Int()

override func viewDidLoad() {
    self.createScene()
}


func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {


        let deleteBox = self.scene.rootNode.childNode(withName: "\(prevBoxNumber)", recursively: true)


        if (deleteBox?.position.x)! > person.position.x + 1 || (deleteBox?.position.z)! > person.position.z + 1{


            prevBoxNumber += 1
            deleteBox?.removeFromParentNode()
            createBox()


                       }


    }

Here is my creatBox() function:

   func createBox(){
    tempBox = SCNNode(geometry: firstBox.geometry)
    let previousBox = scene.rootNode.childNode(withName: "\(boxNumber)", recursively: true)
           boxNumber += 1
    tempBox.name = "\(boxNumber)"


    let randomNumber = arc4random() % 2

    switch randomNumber {
    case 0:
        tempBox.position = SCNVector3Make((previousBox?.position.x)! - firstBox.scale.x, (previousBox?.position.y)! , (previousBox?.position.z)!)
        break
    case 1:
         tempBox.position = SCNVector3Make((previousBox?.position.x)! , (previousBox?.position.y)! , (previousBox?.position.z)! - firstBox.scale.z)
        break
    default:
        break

    }
    self.scene.rootNode.addChildNode(tempBox)
}

here is my createScene()

 self.view.backgroundColor = UIColor.white
    let sceneView = self.view as! SCNView
    boxNumber = 0
    prevBoxNumber = 0
    sceneView.delegate? = self
    sceneView.scene = scene
 //Create Box
    let firstBoxGeo = SCNBox(width: 1, height: 1.5, length: 1, chamferRadius: 0)
    firstBox.geometry = firstBoxGeo
    let boxMaterial = SCNMaterial()
    boxMaterial.diffuse.contents = UIColor(red: 0.2, green: 0.8, blue: 0.9, alpha: 1.0)
    firstBoxGeo.materials = [boxMaterial]
    firstBox.position = SCNVector3Make(0, 0, 0)
    scene.rootNode.addChildNode(firstBox)
    firstBox.name = "\(boxNumber)"
    for _ in 0...6 {
        createBox()
    }

Please let me know if there is anything I am missing or doing wrong. Thanks!

Upvotes: 3

Views: 1318

Answers (2)

pbodsk
pbodsk

Reputation: 6876

I haven't seen your createScene() method so I'm guessing here :)

Have you added your GameViewController as a delegate to your SCNView instance?

When you have created your SCNView, maybe like this:

let scnView = self.view as! SCNView

you need to add yourself as delegate, like so:

scnView.delegate = self

And then you should see your

func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval)

being executed.

Edit (after having seen your createScene() code)

Try changing:

sceneView.delegate? = self

to

sceneView.delegate = self

(omit the ?)

if I do so I can see that your renderer delegate method is invoked twice at least. To make it continue being invoked you can add:

sceneView.isPlaying = true 

somewhere in your createScene() method if that is what you are aiming for.

Hope that helps you.

Upvotes: 2

Matthew Anguelo
Matthew Anguelo

Reputation: 293

OHHH!!!! I feel like such an idiot. I had my sceneView.delegate = self as an optional AKA: sceneView.delegate? = self

Once I removed the question mark everything worked perfectly. Thanks for your help!

Upvotes: 0

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