Reputation: 115
I import a usdz file which contains obj files as layers. The objects have neither structure, material nor color, as I have to set these individually at runtime.
With the SceneKit I was able to implement this as follows.
// get all parts
guard let scene = SCNScene(named: "art.scnassets/allParts.usdz") else { return }
// hide all parts
scene.rootNode.childNodes.forEach { child in
child.isHidden = true
}
// then unhide and setup (position and grouping) the parts i need
let part1 = scene.rootNode.childNode(withName: "part1_abc2", recursively: true)!
part1.isHidden = false
part1.childNodes.first?.geometry?.firstMaterial?.diffuse.contents = UIColor.red
part1.localRotate(by: SCNQuaternion(0, 0, 0, 0))
part1.localTranslate(by: SCNVector3(0, 0, 0.216))
...
I would like to imitate the behavior in RealityKit
let modelEntity = try! ModelEntity.load(named: "art.scnassets/allParts.usdz")
modelEntity.children.forEach { child in
child.isEnabled = false
}
guard let part1 = modelEntity.findEntity(named: "part1_abc2") else { return }
part1.isEnabled = true
part1.orientation = Transform(pitch: 0, yaw: 0, roll: 0).rotation
part1.transform = Transform(translation: [0, 0, 0.216])
How can I assign a color or material to my parts? I know that it is possible to initialize a ModelEntity with a material like so
let mesh = MeshResource.generateBox(size: 0.5, cornerRadius: 0.1)
let material = SimpleMaterial(color: .red, roughness: 0.15, isMetallic: true)
let model = ModelEntity(mesh: mesh, materials: [material])
but how can I add a material to an existing obj afterwards?
UPDATE: I just realized that ModelEntity.load does return an Entity not a ModelEntity. I guess I have to figure out how to get ModelEntities for each layer/part in my usdz file? can someone please put me on the right track?
UPDATE 2: I did the following but my model completely disappeared.
let modelEntity = try! Entity.loadModel(named: "art.scnassets/allParts.usdz")
modelEntity.model?.materials = [UnlitMaterial(color: .red)]
I guess, I do have to set the material for each Child/Layer. But this block still returns a Entity ...
guard let part1 = modelEntity.findEntity(named: "part1_abc2") else { return }
part1.isEnabled = true
part1.orientation = Transform(pitch: 0, yaw: 0, roll: 0).rotation
part1.transform = Transform(translation: [0, 0, 0.216])
UPDATE 3: my response to Andy Jazz answer:
If I load the usdz as ModelEntity, the hierarchy is completely empty so the cast is failing
let modelEntity = try! Entity.loadModel(named: "art.scnassets/allThePartsOf.usdz")
print(modelEntity)
print("will downcasting")
guard let uw = modelEntity.findEntity(named: "RealModel") as? ModelEntity else {
print("downcasting failed")
return
}
print("did downcasting")
---- console output ----
▿ '' : ModelEntity
⟐ Transform
⟐ SynchronizationComponent
⟐ ModelComponent
will downcasting
downcasting failed
do i instead load the usdz as a Entity, i do get the hierarchy tree but the cast still fails
let modelEntity = try! ModelEntity.load(named: "art.scnassets/allThePartsOf.usdz")
print(modelEntity)
---- console output ----
▿ '/' : Entity, children: 110
⟐ Transform
⟐ SynchronizationComponent
▿ 'RealModel' : Entity, children: 1
⟐ Transform
⟐ SynchronizationComponent
▿ 'RealModel' : ModelEntity
⟐ Transform
⟐ ModelComponent
⟐ SynchronizationComponent
▿ 'RealModel_1' : Entity, children: 1
⟐ Transform
⟐ SynchronizationComponent
▿ 'RealModel_1' : ModelEntity
⟐ Transform
⟐ ModelComponent
⟐ SynchronizationComponent
.
.
.
will downcasting
downcasting failed
Upvotes: 1
Views: 739
Reputation: 58143
Use downcasting to ModelEntity type to get to model
instance pty of the desired component:
let car = try! Entity.loadModel(named: "allThePartsOf.usdz")
print(car) // look for a ModelEntity's name in the hierarchy
guard let partA = car.findEntity(named: "RealModel") as? ModelEntity
else { return }
partA.model?.materials = [UnlitMaterial(color: .red)]
Upvotes: 1