Exemple #1
0
 public PlaneNode(ARPlaneAnchor planeAnchor)
 {
     Geometry    = (planeGeometry = CreateGeometry(planeAnchor));
     Position    = new SCNVector3(0, -PlaneHeight / 2, 0);
     PhysicsBody = SCNPhysicsBody.CreateKinematicBody();
 }
        public override void PresentStep(int index, PresentationViewController presentationViewController)
        {
            Step = index;

            switch (index)
            {
            case 0:
                break;

            case 1:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                TextManager.SetSubtitle("SCNPhysicsBody");

                TextManager.FlipInText(SlideTextManager.TextType.Subtitle);

                TextManager.AddBulletAtLevel("Dynamic Bodies", 0);

                // Add some code
                TextManager.AddCode("#// Make a node dynamic\n"
                                    + "aNode.#physicsBody# = [SCNPhysicsBody #dynamicBody#];#");

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);
                break;

            case 2:
                //add a cube
                var worldPos = GroundNode.ConvertPositionToNode(new SCNVector3(0, 12, 2), null);
                var dice     = CreateBlock(worldPos, new SCNVector3(1.5f, 1.5f, 1.5f));
                dice.PhysicsBody = null;                 //wait!
                dice.Rotation    = new SCNVector4(0, 0, 1, (float)(Math.PI / 4) * 0.5f);
                dice.Scale       = new SCNVector3(0.001f, 0.001f, 0.001f);

                ((SCNView)presentationViewController.View).Scene.RootNode.AddChildNode(dice);
                SCNTransaction.Begin();
                SCNTransaction.AnimationDuration = 0.75f;
                dice.Scale = new SCNVector3(2, 2, 2);
                SCNTransaction.Commit();

                Dices.Add(dice);
                break;

            case 3:
                foreach (var node in Dices)
                {
                    node.PhysicsBody = SCNPhysicsBody.CreateDynamicBody();
                }
                break;

            case 4:
                PresentDices(presentationViewController);
                break;

            case 5:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.FlipOutText(SlideTextManager.TextType.Code);

                TextManager.AddBulletAtLevel("Manipulate with forces", 0);

                // Add some code
                TextManager.AddCode("#// Apply an impulse\n"
                                    + "[aNode.physicsBody #applyForce:#aVector3 #atPosition:#aVector3 #impulse:#YES];#");

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);
                break;

            case 6:
                // remove dices
                var center = new SCNVector3(0, -5, 20);
                center = GroundNode.ConvertPositionToNode(center, null);

                Explosion(center, Dices);

                var popTime = new DispatchTime(DispatchTime.Now, (long)(1 * Utils.NSEC_PER_SEC));
                DispatchQueue.MainQueue.DispatchAfter(popTime, () => {
                    TextManager.FlipOutText(SlideTextManager.TextType.Code);
                    TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                    TextManager.AddBulletAtLevel("Static Bodies", 0);
                    TextManager.AddCode("#// Make a node static\n"
                                        + "aNode.#physicsBody# = [SCNPhysicsBody #staticBody#];#");
                    TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipInText(SlideTextManager.TextType.Code);
                });
                break;

            case 7:
                PresentWalls(presentationViewController);
                break;

            case 8:
                PresentBalls(presentationViewController);
                break;

            case 9:
                //remove walls
                var walls = new List <SCNNode> ();
                GroundNode.EnumerateChildNodes(delegate(SCNNode node, out bool stop) {
                    stop = false;
                    if (node.Name == "container-wall")
                    {
                        node.RunAction(SCNAction.Sequence(new SCNAction [] {
                            SCNAction.MoveBy(new SCNVector3(0, -2, 0), 0.5),
                            SCNAction.RemoveFromParentNode()
                        }));
                        walls.Add(node);
                    }
                    return(stop);
                });
                break;

            case 10:
                // remove balls
                center = new SCNVector3(0, -5, 5);
                center = GroundNode.ConvertPositionToNode(center, null);
                Explosion(center, Balls);

                popTime = new DispatchTime(DispatchTime.Now, (long)(0.5 * Utils.NSEC_PER_SEC));
                DispatchQueue.MainQueue.DispatchAfter(popTime, () => {
                    TextManager.FlipOutText(SlideTextManager.TextType.Code);
                    TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                    TextManager.AddBulletAtLevel("Kinematic Bodies", 0);
                    TextManager.AddCode("#// Make a node kinematic\n"
                                        + "aNode.#physicsBody# = [SCNPhysicsBody #kinematicBody#];#");
                    TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipInText(SlideTextManager.TextType.Code);
                });
                break;

            case 11:
                var boxNode = SCNNode.Create();
                boxNode.Geometry = SCNBox.Create(10, 0.2f, 10, 0);
                boxNode.Position = new SCNVector3(0, 5, MIDDLE_Z);
                boxNode.Geometry.FirstMaterial.Emission.Contents = NSColor.DarkGray;
                boxNode.PhysicsBody = SCNPhysicsBody.CreateKinematicBody();
                boxNode.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy(0, 0, NMath.PI * 2, 2.0)));
                GroundNode.AddChildNode(boxNode);
                KinematicItems.Add(boxNode);

                var invisibleWall = SCNNode.Create();
                invisibleWall.Geometry = SCNBox.Create(4, 40, 10, 0);
                invisibleWall.Position = new SCNVector3(-7, 0, MIDDLE_Z);
                invisibleWall.Geometry.FirstMaterial.Transparency = 0;
                invisibleWall.PhysicsBody = SCNPhysicsBody.CreateStaticBody();
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);

                invisibleWall          = (SCNNode)invisibleWall.Copy();
                invisibleWall.Position = new SCNVector3(7, 0, MIDDLE_Z);
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);

                invisibleWall          = (SCNNode)invisibleWall.Copy();
                invisibleWall.Geometry = SCNBox.Create(10, 40, 4, 0);
                invisibleWall.Geometry.FirstMaterial.Transparency = 0;
                invisibleWall.Position    = new SCNVector3(0, 0, MIDDLE_Z - 7);
                invisibleWall.PhysicsBody = SCNPhysicsBody.CreateStaticBody();
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);

                invisibleWall          = (SCNNode)invisibleWall.Copy();
                invisibleWall.Position = new SCNVector3(0, 0, MIDDLE_Z + 7);
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);


                for (int i = 0; i < 100; i++)
                {
                    var ball = SCNNode.Create();
                    worldPos      = boxNode.ConvertPositionToNode(new SCNVector3(RandFloat(-4, 4), RandFloat(10, 30), RandFloat(-1, 4)), null);
                    ball.Position = worldPos;
                    ball.Geometry = SCNSphere.Create(0.5f);
                    ball.Geometry.FirstMaterial.Diffuse.Contents = NSColor.Cyan;
                    ball.PhysicsBody = SCNPhysicsBody.CreateDynamicBody();
                    ((SCNView)presentationViewController.View).Scene.RootNode.AddChildNode(ball);

                    KinematicItems.Add(ball);
                }
                break;

            case 12:
                TextManager.FlipOutText(SlideTextManager.TextType.Code);
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.FlipOutText(SlideTextManager.TextType.Subtitle);
                TextManager.SetSubtitle("SCNPhysicsShape");
                TextManager.AddCode("#// Configure the physics shape\n\n"
                                    + "aNode.physicsBody.#physicsShape# = \n\t[#SCNPhysicsShape# shapeWithGeometry:aGeometry options:options];#");
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);

                KinematicItems[0].RunAction(SCNAction.Sequence(new SCNAction[] {
                    SCNAction.FadeOut(0.5),
                    SCNAction.RemoveFromParentNode()
                }));
                for (int i = 1; i < 5; i++)
                {
                    KinematicItems[i].RemoveFromParentNode();
                }

                KinematicItems = null;
                break;

            case 13:
                //add meshes
                PresentMeshes(presentationViewController);
                break;

            case 14:
                // remove meshes
                center = new SCNVector3(0, -5, 20);
                center = GroundNode.ConvertPositionToNode(center, null);
                Explosion(center, Meshes);
                break;

            case 15:
                // add shapes
                PresentPrimitives(presentationViewController);
                break;

            case 16:
                // remove shapes
                center = new SCNVector3(0, -5, 20);
                center = GroundNode.ConvertPositionToNode(center, null);
                Explosion(center, Shapes);

                popTime = new DispatchTime(DispatchTime.Now, (long)(0.5 * Utils.NSEC_PER_SEC));
                DispatchQueue.MainQueue.DispatchAfter(popTime, () => {
                    TextManager.FlipOutText(SlideTextManager.TextType.Code);
                    TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipOutText(SlideTextManager.TextType.Subtitle);

                    TextManager.SetSubtitle("SCNPhysicsBehavior");
                    TextManager.AddCode("#// setup a physics behavior\n\n"
                                        + "#SCNPhysicsHingeJoint# *joint = [SCNPhysicsHingeJoint\n\n"
                                        + "jointWithBodyA:#nodeA.physicsBody# axisA:[...] anchorA:[...]\n\n"
                                        + "bodyB:#nodeB.physicsBody# axisB:[...] anchorB:[...]];\n\n\n"
                                        + "[scene.#physicsWorld# addBehavior:joint];#");

                    TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipInText(SlideTextManager.TextType.Subtitle);
                    TextManager.FlipInText(SlideTextManager.TextType.Code);
                });
                break;

            case 17:
                //add meshes
                PresentHinge(presentationViewController);
                break;

            case 18:
                //remove constraints
                ((SCNView)presentationViewController.View).Scene.PhysicsWorld.RemoveAllBehaviors();

                foreach (var node in Hinges)
                {
                    node.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.Wait(3.0), SCNAction.FadeOut(0.5), SCNAction.RemoveFromParentNode() }));
                }

                break;

            case 19:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.FlipOutText(SlideTextManager.TextType.Subtitle);
                TextManager.FlipOutText(SlideTextManager.TextType.Code);

                TextManager.SetSubtitle("More...");

                TextManager.FlipInText(SlideTextManager.TextType.Subtitle);

                TextManager.AddBulletAtLevel("SCNPhysicsField", 0);
                TextManager.AddBulletAtLevel("SCNPhysicsVehicle", 0);

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);
                break;
            }
        }