void CollectFlower(SCNNode node) { if (node.ParentNode == null) { return; } SCNNode soundEmitter = SCNNode.Create(); soundEmitter.Position = node.Position; node.ParentNode.AddChildNode(soundEmitter); soundEmitter.RunAction(SCNAction.Sequence(new [] { SCNAction.PlayAudioSource(collectFlowerSound, true), SCNAction.RemoveFromParentNode() })); node.RemoveFromParentNode(); // Check if game is complete. bool gameComplete = GameView.DidCollectAFlower(); // Edit some particles. SCNMatrix4 particlePosition = soundEmitter.WorldTransform; particlePosition.M42 += 0.1f; GameView.Scene.AddParticleSystem(collectParticles, particlePosition); if (gameComplete) { ShowEndScreen(); } }
public void CollideWithCoconut(SCNNode coconut, SCNVector3 contactPoint) { // No more collisions. Let it bounce away and fade out. coconut.PhysicsBody.CollisionBitMask = 0; coconut.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.Wait(1.0), SCNAction.FadeOut(1.0), SCNAction.RemoveFromParentNode() }), () => { Coconuts.Remove((Coconut)coconut); }); // Decrement score int amountToDrop = Score / 10; amountToDrop = Math.Max(1, amountToDrop); amountToDrop = Math.Min(10, amountToDrop); if (amountToDrop > Score) { amountToDrop = Score; } Score -= amountToDrop; // Throw bananas float spacing = 40f; for (int x = 0; x < amountToDrop; x++) { SCNNode banana = CreateBanana(); RootNode.AddChildNode(banana); banana.Position = contactPoint; banana.PhysicsBody.CategoryBitMask = GameCollisionCategory.NoCollide; banana.PhysicsBody.CollisionBitMask = GameCollisionCategory.Ground; SCNVector3 endPoint = SCNVector3.Zero; endPoint.X -= (spacing * x) + spacing; SCNAction flyoff = SCNAction.MoveBy(endPoint, MathUtils.RandomPercent() * 0.750f); flyoff.TimingMode = SCNActionTimingMode.EaseInEaseOut; banana.RunAction(flyoff, () => { banana.PhysicsBody.CategoryBitMask = GameCollisionCategory.Banana; banana.PhysicsBody.CollisionBitMask = GameCollisionCategory.Ground | GameCollisionCategory.Player; }); Bananas.Add(banana); } PlayerCharacter.InHitAnimation = true; }
void CollectPearl(SCNNode node) { if (node.ParentNode == null) { return; } SCNNode soundEmitter = SCNNode.Create(); soundEmitter.Position = node.Position; node.ParentNode.AddChildNode(soundEmitter); soundEmitter.RunAction(SCNAction.Sequence(new [] { SCNAction.PlayAudioSource(collectPearlSound, true), SCNAction.RemoveFromParentNode() })); node.RemoveFromParentNode(); GameView.DidCollectAPearl(); }
private void Explosion(SCNVector3 center, List <SCNNode> nodes) { foreach (var node in nodes) { var position = node.PresentationNode.Position; var dir = SCNVector3.Subtract(position, center); var force = (nfloat)25.0f; var distance = dir.Length; dir = SCNVector3.Multiply(dir, force / NMath.Max(0.01f, distance)); node.PhysicsBody.ApplyForce(dir, new SCNVector3(RandFloat(-0.2, 0.2), RandFloat(-0.2, 0.2), RandFloat(-0.2, 0.2)), true); node.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.Wait(2), SCNAction.FadeOut(0.5f), SCNAction.RemoveFromParentNode() })); } }
public override void PresentStep(int index, PresentationViewController presentationViewController) { switch (index) { case (int)ParticleSteps.Fire: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddEmptyLine(); TextManager.AddBulletAtLevel("Particle Image", 0); TextManager.AddBulletAtLevel("Color over life duration", 0); TextManager.AddBulletAtLevel("Size over life duration", 0); TextManager.AddBulletAtLevel("Several blend modes", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); var hole = SCNNode.Create(); hole.Geometry = SCNTube.Create(1.7f, 1.9f, 1.5f); hole.Position = new SCNVector3(0, 0, HOLE_Z); hole.Scale = new SCNVector3(1, 0, 1); GroundNode.AddChildNode(hole); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0.5f; hole.Scale = new SCNVector3(1, 1, 1); SCNTransaction.Commit(); var ps = SCNParticleSystem.Create("fire", "Particles"); hole.AddParticleSystem(ps); Hole = hole; break; case (int)ParticleSteps.FireScreen: ps = Hole.ParticleSystems [0]; ps.BlendMode = SCNParticleBlendMode.Screen; break; case (int)ParticleSteps.Local: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Local vs Global", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); Hole.RemoveAllParticleSystems(); Hole2 = Hole.Clone(); Hole2.Geometry = (SCNGeometry)Hole.Geometry.Copy(); Hole2.Position = new SCNVector3(0, -2, HOLE_Z - 4); GroundNode.AddChildNode(Hole2); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0.5; Hole2.Position = new SCNVector3(0, 0, HOLE_Z - 4); SCNTransaction.Commit(); ps = SCNParticleSystem.Create("reactor", "Particles"); ps.ParticleColorVariation = new SCNVector4(0, 0, 0.5f, 0); Hole.AddParticleSystem(ps); var localPs = (SCNParticleSystem)ps.Copy(); localPs.ParticleImage = ps.ParticleImage; localPs.Local = true; Hole2.AddParticleSystem(localPs); var animation = CABasicAnimation.FromKeyPath("position"); animation.From = NSValue.FromVector(new SCNVector3(7, 0, HOLE_Z)); animation.To = NSValue.FromVector(new SCNVector3(-7, 0, HOLE_Z)); animation.BeginTime = CAAnimation.CurrentMediaTime() + 0.75; animation.Duration = 8; animation.AutoReverses = true; animation.RepeatCount = float.MaxValue; animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); animation.TimeOffset = animation.Duration / 2; Hole.AddAnimation(animation, new NSString("animateHole")); animation = CABasicAnimation.FromKeyPath("position"); animation.From = NSValue.FromVector(new SCNVector3(-7, 0, HOLE_Z - 4)); animation.To = NSValue.FromVector(new SCNVector3(7, 0, HOLE_Z - 4)); animation.BeginTime = CAAnimation.CurrentMediaTime() + 0.75; animation.Duration = 8; animation.AutoReverses = true; animation.RepeatCount = float.MaxValue; animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); animation.TimeOffset = animation.Duration / 2; Hole2.AddAnimation(animation, new NSString("animateHole")); break; case (int)ParticleSteps.Gravity: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Affected by gravity", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); Hole2.RemoveAllParticleSystems(); Hole2.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.ScaleTo(0, 0.5), SCNAction.RemoveFromParentNode() })); Hole.RemoveAllParticleSystems(); Hole.RemoveAnimation(new NSString("animateHole"), 0.5f); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0.5; var tube = (SCNTube)Hole.Geometry; tube.InnerRadius = 0.3f; tube.OuterRadius = 0.4f; tube.Height = 1.0f; SCNTransaction.Commit(); ps = SCNParticleSystem.Create("sparks", "Particles"); Hole.RemoveAllParticleSystems(); Hole.AddParticleSystem(ps); foreach (var child in ((SCNView)presentationViewController.View).Scene.RootNode.ChildNodes) { if (child.Geometry != null) { if (child.Geometry.GetType() == typeof(SCNFloor)) { FloorNode = child; } } } /*FloorNode = ((SCNView)presentationViewController.View).Scene.RootNode.FindNodes ((SCNNode child, out bool stop) => { * stop = false; * if (child.Geometry != null) * stop = (child.Geometry.GetType () == typeof(SCNFloor)); * return stop; * });*/ /*FloorNode = [presentationViewController.view.scene.rootNode childNodesPassingTest:^BOOL(SCNNode *child, BOOL *stop) { * return [child.geometry isKindOfClass:[SCNFloor class]]; * }][0];*/ ps.ColliderNodes = new SCNNode[] { FloorNode }; break; case (int)ParticleSteps.Collider: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Affected by colliders", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); var boxNode = SCNNode.Create(); boxNode.Geometry = SCNBox.Create(5, 0.2f, 5, 0); boxNode.Position = new SCNVector3(0, 7, HOLE_Z); boxNode.Geometry.FirstMaterial.Emission.Contents = NSColor.DarkGray; GroundNode.AddChildNode(boxNode); ps = Hole.ParticleSystems [0]; ps.ColliderNodes = new SCNNode[] { FloorNode, boxNode }; animation = CABasicAnimation.FromKeyPath("eulerAngles"); animation.From = NSValue.FromVector(new SCNVector3(0, 0, NMath.PI / 4 * 1.7f)); animation.To = NSValue.FromVector(new SCNVector3(0, 0, -NMath.PI / 4 * 1.7f)); animation.BeginTime = CAAnimation.CurrentMediaTime() + 0.5; animation.Duration = 2; animation.AutoReverses = true; animation.RepeatCount = float.MaxValue; animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); animation.TimeOffset = animation.Duration / 2; boxNode.AddAnimation(animation, new NSString("animateHole")); BoxNode = boxNode; break; case (int)ParticleSteps.Fields: Hole.RemoveAllParticleSystems(); Hole.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.ScaleTo(0, 0.75), SCNAction.RemoveFromParentNode() })); BoxNode.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.MoveBy(0, 15, 0, 1.0), SCNAction.RemoveFromParentNode() })); var particleHolder = SCNNode.Create(); particleHolder.Position = new SCNVector3(0, 20, HOLE_Z); GroundNode.AddChildNode(particleHolder); ParticleHolder = particleHolder; TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Affected by physics fields", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ps = SCNParticleSystem.Create("snow", "Particles"); ps.AffectedByPhysicsFields = true; ParticleHolder.AddParticleSystem(ps); Snow = ps; //physics field var field = SCNPhysicsField.CreateTurbulenceField(50, 1); field.HalfExtent = new SCNVector3(20, 20, 20); field.Strength = 4.0f; var fieldOwner = SCNNode.Create(); fieldOwner.Position = new SCNVector3(0, 5, HOLE_Z); GroundNode.AddChildNode(fieldOwner); fieldOwner.PhysicsField = field; FieldOwner = fieldOwner; ps.ColliderNodes = new SCNNode[] { FloorNode }; break; case (int)ParticleSteps.FieldsVortex: VortexFieldOwner = SCNNode.Create(); VortexFieldOwner.Position = new SCNVector3(0, 5, HOLE_Z); GroundNode.AddChildNode(VortexFieldOwner); //tornado var worldOrigin = new SCNVector3(FieldOwner.WorldTransform.M41, FieldOwner.WorldTransform.M42, FieldOwner.WorldTransform.M43); var worldAxis = new SCNVector3(0, 1, 0); var vortex = SCNPhysicsField.CustomField((SCNVector3 position, SCNVector3 velocity, float mass, float charge, double timeInSeconds) => { var l = new SCNVector3(); l.X = worldOrigin.X - position.X; l.Z = worldOrigin.Z - position.Z; SCNVector3 t = Cross(worldAxis, l); var d2 = (l.X * l.X + l.Z * l.Z); var vs = (nfloat)(VS / Math.Sqrt(d2)); var fy = (nfloat)(1.0 - (Math.Min(1.0, (position.Y / 15.0)))); return(new SCNVector3(t.X * vs + l.X * (nfloat)VW * fy, 0, t.Z * vs + l.Z * (nfloat)VW * fy)); }); vortex.HalfExtent = new SCNVector3(100, 100, 100); VortexFieldOwner.PhysicsField = vortex; break; case (int)ParticleSteps.SubSystems: FieldOwner.RemoveFromParentNode(); ParticleHolder.RemoveAllParticleSystems(); Snow.DampingFactor = -1; TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Sub-particle system on collision", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ps = SCNParticleSystem.Create("rain", "Particles"); var pss = SCNParticleSystem.Create("plok", "Particles"); pss.IdleDuration = 0; pss.Loops = false; ps.SystemSpawnedOnCollision = pss; ParticleHolder.AddParticleSystem(ps); ps.ColliderNodes = new SCNNode[] { FloorNode }; break; case (int)ParticleSteps.Confetti: ParticleHolder.RemoveAllParticleSystems(); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Custom blocks", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ps = SCNParticleSystem.Create(); ps.EmitterShape = SCNBox.Create(20, 9, 5, 0); ps.BirthRate = 100; ps.ParticleLifeSpan = 10; ps.ParticleLifeSpanVariation = 0; ps.SpreadingAngle = 20; ps.ParticleSize = 0.25f; ps.ParticleVelocity = 10; ps.ParticleVelocityVariation = 19; ps.BirthDirection = SCNParticleBirthDirection.Constant; ps.EmittingDirection = new SCNVector3(0, -1, 0); ps.BirthLocation = SCNParticleBirthLocation.Volume; ps.ParticleImage = new NSImage(NSBundle.MainBundle.PathForResource("Particles/confetti", "png")); ps.LightingEnabled = true; ps.OrientationMode = SCNParticleOrientationMode.Free; ps.SortingMode = SCNParticleSortingMode.Distance; ps.ParticleAngleVariation = 180; ps.ParticleAngularVelocity = 200; ps.ParticleAngularVelocityVariation = 400; ps.ParticleColor = NSColor.Green; ps.ParticleColorVariation = new SCNVector4(0.2f, 0.1f, 0.1f, 0); ps.ParticleBounce = 0; ps.ParticleFriction = 0.6f; ps.ColliderNodes = new SCNNode[] { FloorNode }; ps.BlendMode = SCNParticleBlendMode.Alpha; var floatAnimation = CAKeyFrameAnimation.FromKeyPath(""); floatAnimation.Values = new NSNumber[] { 1, 1, 0 }; floatAnimation.KeyTimes = new NSNumber[] { 0, 0.9f, 1 }; floatAnimation.Duration = 1.0f; floatAnimation.Additive = false; //ps.PropertyControllers = @{ SCNParticlePropertyOpacity: [SCNParticlePropertyController controllerWithAnimation:floatAnimation] }; //ps.HandleEvent (SCNParticleEvent.Birth, /*[ps handleEvent:SCNParticleEventBirth forProperties:@[SCNParticlePropertyColor] withBlock:^(void **data, size_t *dataStride, uint32_t *indices , NSInteger count) { * * for (int i = 0; i < count; ++i) { * var col = (float *)((char *)data[0] + dataStride[0] * i); * if (rand() & 0x1) { // swith green for red * col[0] = col[1]; * col[1] = 0; * } * * } * }];*/ /*[ps handleEvent:SCNParticleEventCollision forProperties:@[SCNParticlePropertyAngle, SCNParticlePropertyRotationAxis, SCNParticlePropertyAngularVelocity, SCNParticlePropertyVelocity, SCNParticlePropertyContactNormal] withBlock:^(void **data, size_t *dataStride, uint32_t *indices , NSInteger count) { * * for (NSInteger i = 0; i < count; ++i) { * // fix orientation * float *angle = (float *)((char *)data[0] + dataStride[0] * indices[i]); * float *axis = (float *)((char *)data[1] + dataStride[1] * indices[i]); * * float *colNrm = (float *)((char *)data[4] + dataStride[4] * indices[i]); * SCNVector3 collisionNormal = {colNrm[0], colNrm[1], colNrm[2]}; * SCNVector3 cp = SCNVector3CrossProduct(collisionNormal, SCNVector3Make(0, 0, 1)); * CGFloat cpLen = SCNVector3Length(cp); * angle[0] = asin(cpLen); * * axis[0] = cp.x / cpLen; * axis[1] = cp.y / cpLen; * axis[2] = cp.z / cpLen; * * // kill angular rotation * float *angVel = (float *)((char *)data[2] + dataStride[2] * indices[i]); * angVel[0] = 0; * * if (colNrm[1] > 0.4) { * float *vel = (float *)((char *)data[3] + dataStride[3] * indices[i]); * vel[0] = 0; * vel[1] = 0; * vel[2] = 0; * } * } * }];*/ ParticleHolder.AddParticleSystem(ps); break; case (int)ParticleSteps.EmitterCube: ParticleHolder.RemoveAllParticleSystems(); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Emitter shape", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ParticleHolder.RemoveFromParentNode(); ps = SCNParticleSystem.Create("emitters", "Particles"); ps.Local = true; ParticleHolder.AddParticleSystem(ps); var node = SCNNode.Create(); node.Position = new SCNVector3(3, 6, HOLE_Z); node.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy(NMath.PI * 2, new SCNVector3(0.3f, 1, 0), 8))); GroundNode.AddChildNode(node); Bokeh = ps; node.AddParticleSystem(ps); break; case (int)ParticleSteps.EmitterSphere: Bokeh.EmitterShape = SCNSphere.Create(5); break; case (int)ParticleSteps.EmitterTorus: Bokeh.EmitterShape = SCNTorus.Create(5, 1); break; } }
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; } }