public override void SetupSlide(PresentationViewController presentationViewController) { // Create a node for Earth and another node to display clouds // Use the 'pivot' property to tilt Earth because we don't want to see the north pole. EarthNode = SCNNode.Create(); EarthNode.Pivot = SCNMatrix4.CreateFromAxisAngle(new SCNVector3(1, 0, 0), (float)(Math.PI * 0.1f)); EarthNode.Position = new SCNVector3(6, 7.2f, -2); EarthNode.Geometry = SCNSphere.Create(7.2f); CloudsNode = SCNNode.Create(); CloudsNode.Geometry = SCNSphere.Create(7.9f); GroundNode.AddChildNode(EarthNode); EarthNode.AddChildNode(CloudsNode); // Initially hide everything EarthNode.Opacity = 0.0f; CloudsNode.Opacity = 0.0f; EarthNode.Geometry.FirstMaterial.Ambient.Intensity = 0; EarthNode.Geometry.FirstMaterial.Normal.Intensity = 0; EarthNode.Geometry.FirstMaterial.Reflective.Intensity = 0; EarthNode.Geometry.FirstMaterial.Emission.Intensity = 0; // Use a shader modifier to display an environment map independently of the lighting model used EarthNode.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointFragment = " _output.color.rgb -= _surface.reflective.rgb * _lightingContribution.diffuse;" + "_output.color.rgb += _surface.reflective.rgb;" }; // Add animations var rotationAnimation = CABasicAnimation.FromKeyPath("rotation"); rotationAnimation.Duration = 40.0f; rotationAnimation.RepeatCount = float.MaxValue; rotationAnimation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); EarthNode.AddAnimation(rotationAnimation, new NSString("earthNodeAnimation")); rotationAnimation.Duration = 100.0f; CloudsNode.AddAnimation(rotationAnimation, new NSString("cloudsNodeAnimation")); }
public override void SetupSlide(PresentationViewController presentationViewController) { // Set the slide's title and add some code TextManager.SetTitle("Materials"); TextManager.AddBulletAtLevel("Diffuse", 0); TextManager.AddBulletAtLevel("Ambient", 0); TextManager.AddBulletAtLevel("Specular", 0); TextManager.AddBulletAtLevel("Normal", 0); TextManager.AddBulletAtLevel("Reflective", 0); TextManager.AddBulletAtLevel("Emission", 0); TextManager.AddBulletAtLevel("Transparent", 0); TextManager.AddBulletAtLevel("Multiply", 0); // Create a node for Earth and another node to display clouds // Use the 'pivot' property to tilt Earth because we don't want to see the north pole. EarthNode = SCNNode.Create(); EarthNode.Pivot = SCNMatrix4.CreateFromAxisAngle(new SCNVector3(1, 0, 0), (float)(Math.PI * 0.1f)); EarthNode.Position = new SCNVector3(6, 7.2f, -2); EarthNode.Geometry = SCNSphere.Create(7.2f); CloudsNode = SCNNode.Create(); CloudsNode.Geometry = SCNSphere.Create(7.9f); GroundNode.AddChildNode(EarthNode); EarthNode.AddChildNode(CloudsNode); // Initially hide everything EarthNode.Opacity = 1.0f; CloudsNode.Opacity = 0.5f; EarthNode.Geometry.FirstMaterial.Ambient.Intensity = 1; EarthNode.Geometry.FirstMaterial.Normal.Intensity = 1; EarthNode.Geometry.FirstMaterial.Reflective.Intensity = 0.2f; EarthNode.Geometry.FirstMaterial.Reflective.Contents = NSColor.White; EarthNode.Geometry.FirstMaterial.FresnelExponent = 3; EarthNode.Geometry.FirstMaterial.Emission.Intensity = 1; EarthNode.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-diffuse", "jpg")); EarthNode.Geometry.FirstMaterial.Shininess = 0.1f; EarthNode.Geometry.FirstMaterial.Specular.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-specular", "jpg")); EarthNode.Geometry.FirstMaterial.Specular.Intensity = 0.8f; EarthNode.Geometry.FirstMaterial.Normal.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-bump", "png")); EarthNode.Geometry.FirstMaterial.Normal.Intensity = 1.3f; EarthNode.Geometry.FirstMaterial.Emission.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-emissive", "jpg")); //EarthNode.Geometry.FirstMaterial.Reflective.Intensity = 1.0f; // This effect can also be achieved with an image with some transparency set as the contents of the 'diffuse' property CloudsNode.Geometry.FirstMaterial.Transparent.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/cloudsTransparency", "png")); CloudsNode.Geometry.FirstMaterial.TransparencyMode = SCNTransparencyMode.RgbZero; // Use a shader modifier to display an environment map independently of the lighting model used /*EarthNode.Geometry.ShaderModifiers = new SCNShaderModifiers { * EntryCGPointragment = " _output.color.rgb -= _surface.reflective.rgb * _lightingContribution.diffuse;" + "_output.color.rgb += _surface.reflective.rgb;" + };*/ // Add animations var rotationAnimation = CABasicAnimation.FromKeyPath("rotation"); rotationAnimation.Duration = 40.0f; rotationAnimation.RepeatCount = float.MaxValue; rotationAnimation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); EarthNode.AddAnimation(rotationAnimation, new NSString("earthNodeAnimation")); rotationAnimation.Duration = 100.0f; CloudsNode.AddAnimation(rotationAnimation, new NSString("cloudsNodeAnimation")); //animate light var lightHandleNode = SCNNode.Create(); var lightNode = SCNNode.Create(); lightNode.Light = SCNLight.Create(); lightNode.Light.LightType = SCNLightType.Directional; lightNode.Light.CastsShadow = true; lightHandleNode.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy(0, -NMath.PI * 2, 0, 12))); lightHandleNode.AddChildNode(lightNode); EarthNode.AddChildNode(lightHandleNode); }