Class SCNMaterial

    • Constructor Detail

      • SCNMaterial

        protected SCNMaterial​(org.moe.natj.general.Pointer peer)
    • Method Detail

      • accessInstanceVariablesDirectly

        public static boolean accessInstanceVariablesDirectly()
      • allocWithZone

        public static java.lang.Object allocWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
      • automaticallyNotifiesObserversForKey

        public static boolean automaticallyNotifiesObserversForKey​(java.lang.String key)
      • cancelPreviousPerformRequestsWithTarget

        public static void cancelPreviousPerformRequestsWithTarget​(java.lang.Object aTarget)
      • cancelPreviousPerformRequestsWithTargetSelectorObject

        public static void cancelPreviousPerformRequestsWithTargetSelectorObject​(java.lang.Object aTarget,
                                                                                 org.moe.natj.objc.SEL aSelector,
                                                                                 java.lang.Object anArgument)
      • classFallbacksForKeyedArchiver

        public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
      • classForKeyedUnarchiver

        public static org.moe.natj.objc.Class classForKeyedUnarchiver()
      • debugDescription_static

        public static java.lang.String debugDescription_static()
      • description_static

        public static java.lang.String description_static()
      • hash_static

        public static long hash_static()
      • instanceMethodSignatureForSelector

        public static NSMethodSignature instanceMethodSignatureForSelector​(org.moe.natj.objc.SEL aSelector)
      • instancesRespondToSelector

        public static boolean instancesRespondToSelector​(org.moe.natj.objc.SEL aSelector)
      • isSubclassOfClass

        public static boolean isSubclassOfClass​(org.moe.natj.objc.Class aClass)
      • keyPathsForValuesAffectingValueForKey

        public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey​(java.lang.String key)
      • material

        public static SCNMaterial material()
        material Creates and initialize a material instance.
      • new_objc

        public static java.lang.Object new_objc()
      • resolveClassMethod

        public static boolean resolveClassMethod​(org.moe.natj.objc.SEL sel)
      • resolveInstanceMethod

        public static boolean resolveInstanceMethod​(org.moe.natj.objc.SEL sel)
      • setVersion_static

        public static void setVersion_static​(long aVersion)
      • superclass_static

        public static org.moe.natj.objc.Class superclass_static()
      • supportsSecureCoding

        public static boolean supportsSecureCoding()
      • version_static

        public static long version_static()
      • addAnimationForKey

        public void addAnimationForKey​(SCNAnimation animation,
                                       java.lang.String key)
        Description copied from interface: SCNAnimatable
        addAnimation:forKey: Adds and runs an animation Only SCNAnimation (preferred), CABasicAnimation, CAKeyframeAnimation and CAAnimationGroup are supported. The animation starts playing right away. The animation is automatically removed on completion unless if removedOnCompletion is explicitly set to NO.
        Specified by:
        addAnimationForKey in interface SCNAnimatable
        Parameters:
        animation - Added animation.
        key - May be any string such that only one animation per unique key is added per animatable object.
      • ambient

        public SCNMaterialProperty ambient()
        [@property] ambient Specifies the receiver's ambient property. The ambient property specifies the amount of ambient light to reflect. This property has no visual impact on scenes that have no ambient light. Setting the ambient has no effect if locksAmbientWithDiffuse is set to YES.
      • ambientOcclusion

        public SCNMaterialProperty ambientOcclusion()
        [@property] ambientOcclusion The ambientOcclusion property specifies the ambient occlusion of the surface. The ambient occlusion is multiplied with the ambient light, then the result is added to the lighting contribution. This property has no visual impact on scenes that have no ambient light. When an ambient occlusion map is set, the ambient property is ignored.
      • animationForKey

        public CAAnimation animationForKey​(java.lang.String key)
        Description copied from interface: SCNAnimatable
        animationForKey: Returns the animation with the given identifier This will return nil if no such animation exists. Attempting to modify any properties of the returned object will result in undefined behavior.
        Specified by:
        animationForKey in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation to retrieve.
      • animationKeys

        public NSArray<java.lang.String> animationKeys()
        Description copied from interface: SCNAnimatable
        [@property] animationKeys Returns an array containing the keys of all animations currently attached to the receiver.
        Specified by:
        animationKeys in interface SCNAnimatable
      • blendMode

        public long blendMode()
        [@property] blendMode Specifies the receiver's blend mode. Defaults to SCNBlendModeAlpha.
      • copyWithZone

        public java.lang.Object copyWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
        Specified by:
        copyWithZone in interface NSCopying
      • cullMode

        public long cullMode()
        [@property] cullMode Determines the culling mode of the receiver. Defaults to SCNCullBack. Animatable.
      • diffuse

        public SCNMaterialProperty diffuse()
        [@property] diffuse Specifies the receiver's diffuse property. The diffuse property specifies the amount of light diffusely reflected from the surface. The diffuse light is reflected equally in all directions and is therefore independent of the point of view.
      • emission

        public SCNMaterialProperty emission()
        [@property] emission The emission property specifies the amount of light the material emits. This emission does not light up other surfaces in the scene.
      • fresnelExponent

        public double fresnelExponent()
        [@property] fresnelExponent Specifies the receiver's fresnel exponent value. Defaults to 0.0. Animatable. The effect of the reflectivity property is modulated by this property. The fresnelExponent changes the exponent of the reflectance. The bigger the exponent, the more concentrated the reflection is around the edges.
      • handleBindingOfSymbolUsingBlock

        public void handleBindingOfSymbolUsingBlock​(java.lang.String symbol,
                                                    SCNShadable.Block_handleBindingOfSymbolUsingBlock block)
        Description copied from interface: SCNShadable
        handleBindingOfSymbol:usingBlock: Sets the block to call at render time to bind the value for the specified symbol of the receiver's SCNProgram. This method has no effect for symbols declared in shader modifiers. This method can only be used with OpenGL and OpenGLES based programs.
        Specified by:
        handleBindingOfSymbolUsingBlock in interface SCNShadable
        Parameters:
        symbol - The name of the symbol to bind a value for.
        block - The block to call to bind the specified symbol.
      • handleUnbindingOfSymbolUsingBlock

        public void handleUnbindingOfSymbolUsingBlock​(java.lang.String symbol,
                                                      SCNShadable.Block_handleUnbindingOfSymbolUsingBlock block)
        Description copied from interface: SCNShadable
        handleUnbindingOfSymbol:usingBlock: Sets the block to call at render time to unbind the value for the specified symbol of the receiver's SCNProgram. This method has no effect for symbols declared in shader modifiers. This method can only be used with OpenGL and OpenGLES based programs.
        Specified by:
        handleUnbindingOfSymbolUsingBlock in interface SCNShadable
        Parameters:
        symbol - The name of the symbol to unbind.
        block - The block to call to unbind the specified symbol.
      • isAnimationForKeyPaused

        public boolean isAnimationForKeyPaused​(java.lang.String key)
        Description copied from interface: SCNAnimatable
        isAnimationForKeyPaused: Returns whether the animation for the specified identifier is paused.
        Specified by:
        isAnimationForKeyPaused in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation to query.
      • isDoubleSided

        public boolean isDoubleSided()
        [@property] doubleSided Determines whether the receiver is double sided. Defaults to NO. Animatable.
      • setDoubleSided

        public void setDoubleSided​(boolean value)
        [@property] doubleSided Determines whether the receiver is double sided. Defaults to NO. Animatable.
      • isLitPerPixel

        public boolean isLitPerPixel()
        [@property] litPerPixel Determines whether the receiver is lit per pixel. Defaults to YES. Animatable.
      • setLitPerPixel

        public void setLitPerPixel​(boolean value)
        [@property] litPerPixel Determines whether the receiver is lit per pixel. Defaults to YES. Animatable.
      • lightingModelName

        public java.lang.String lightingModelName()
        [@property] lightingModelName Determines the receiver's lighting model. See above for the list of lighting models. Defaults to SCNLightingModelBlinn.
      • locksAmbientWithDiffuse

        public boolean locksAmbientWithDiffuse()
        [@property] locksAmbientWithDiffuse Makes the ambient property automatically match the diffuse property. Defaults to YES. Animatable.
      • metalness

        public SCNMaterialProperty metalness()
        [@property] metalness The metalness property specifies how metallic the material's surface appears. Lower values (darker colors) cause the material to appear more like a dielectric surface. Higher values (brighter colors) cause the surface to appear more metallic. This property is only used when 'lightingModelName' is 'SCNLightingModelPhysicallyBased'.
      • multiply

        public SCNMaterialProperty multiply()
        [@property] multiply The multiply property specifies a color or an image used to multiply the output fragments with. The computed fragments are multiplied with the multiply value to produce the final fragments. This property may be used for shadow maps, to fade out or tint 3d objects.
      • name

        public java.lang.String name()
        [@property] name Determines the name of the receiver.
      • normal

        public SCNMaterialProperty normal()
        [@property] normal The normal property specifies the surface orientation. When an image is set on the normal property the material is automatically lit per pixel. Setting a color has no effect.
      • pauseAnimationForKey

        public void pauseAnimationForKey​(java.lang.String key)
        Description copied from interface: SCNAnimatable
        pauseAnimationForKey: Pause the animation with the given identifier.
        Specified by:
        pauseAnimationForKey in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation to pause.
      • program

        public SCNProgram program()
        Description copied from interface: SCNShadable
        [@property] program Specifies a custom program used to render the receiver. When a program is set, it overrides all the rendering parameters such as material settings and shaderModifiers.
        Specified by:
        program in interface SCNShadable
      • readsFromDepthBuffer

        public boolean readsFromDepthBuffer()
        [@property] readsFromDepthBuffer Determines whether the receiver reads from the depth buffer when rendered. Defaults to YES.
      • reflective

        public SCNMaterialProperty reflective()
        [@property] reflective The reflective property specifies the reflectivity of the surface. The surface will not actually reflect other objects in the scene. This property may be used as a sphere mapping to reflect a precomputed environment.
      • removeAnimationForKey

        public void removeAnimationForKey​(java.lang.String key)
        Description copied from interface: SCNAnimatable
        removeAnimationForKey Remove the animation with the given identifier.
        Specified by:
        removeAnimationForKey in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation to remove.
      • removeAnimationForKeyFadeOutDuration

        public void removeAnimationForKeyFadeOutDuration​(java.lang.String key,
                                                         double duration)
        Description copied from interface: SCNAnimatable
        removeAnimationForKey:fadeOutDuration: Smoothly remove the animation with the given identifier.
        Specified by:
        removeAnimationForKeyFadeOutDuration in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation to remove.
        duration - The fade out duration used to remove the animation.
      • resumeAnimationForKey

        public void resumeAnimationForKey​(java.lang.String key)
        Description copied from interface: SCNAnimatable
        resumeAnimationForKey: Resume the animation with the given identifier.
        Specified by:
        resumeAnimationForKey in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation to resume.
      • roughness

        public SCNMaterialProperty roughness()
        [@property] roughness The roughness property specifies the apparent smoothness of the surface. Lower values (darker colors) cause the material to appear shiny, with well-defined specular highlights. Higher values (brighter colors) cause specular highlights to spread out and the diffuse property of the material to become more retroreflective. This property is only used when 'lightingModelName' is 'SCNLightingModelPhysicallyBased'.
      • selfIllumination

        public SCNMaterialProperty selfIllumination()
        [@property] selfIllumination The selfIllumination property specifies a texture or a color that is added to the lighting contribution of the surface. When a selfIllumination is set, the emission property is ignored.
      • setBlendMode

        public void setBlendMode​(long value)
        [@property] blendMode Specifies the receiver's blend mode. Defaults to SCNBlendModeAlpha.
      • setCullMode

        public void setCullMode​(long value)
        [@property] cullMode Determines the culling mode of the receiver. Defaults to SCNCullBack. Animatable.
      • setFresnelExponent

        public void setFresnelExponent​(double value)
        [@property] fresnelExponent Specifies the receiver's fresnel exponent value. Defaults to 0.0. Animatable. The effect of the reflectivity property is modulated by this property. The fresnelExponent changes the exponent of the reflectance. The bigger the exponent, the more concentrated the reflection is around the edges.
      • setLightingModelName

        public void setLightingModelName​(java.lang.String value)
        [@property] lightingModelName Determines the receiver's lighting model. See above for the list of lighting models. Defaults to SCNLightingModelBlinn.
      • setLocksAmbientWithDiffuse

        public void setLocksAmbientWithDiffuse​(boolean value)
        [@property] locksAmbientWithDiffuse Makes the ambient property automatically match the diffuse property. Defaults to YES. Animatable.
      • setName

        public void setName​(java.lang.String value)
        [@property] name Determines the name of the receiver.
      • setProgram

        public void setProgram​(SCNProgram value)
        Description copied from interface: SCNShadable
        [@property] program Specifies a custom program used to render the receiver. When a program is set, it overrides all the rendering parameters such as material settings and shaderModifiers.
        Specified by:
        setProgram in interface SCNShadable
      • setReadsFromDepthBuffer

        public void setReadsFromDepthBuffer​(boolean value)
        [@property] readsFromDepthBuffer Determines whether the receiver reads from the depth buffer when rendered. Defaults to YES.
      • setShaderModifiers

        public void setShaderModifiers​(NSDictionary<java.lang.String,​java.lang.String> value)
        Description copied from interface: SCNShadable
        [@property] shaderModifiers Dictionary of shader modifiers snippets, targeting entry points. The valid keys are the entry points described in the "Shader Modifier Entry Point" constants. The values are the code snippets formatted as described below. Shader modifiers allow you to inject shader code in the standard shaders of SceneKit. This injection is allowed in few controlled entry points, allowing specific kind of tasks in specific context. Each modifier can operate on specific structures along with access to global uniforms, that could be the standard SceneKit uniforms or its own declared uniforms. Shader modifiers can be used to tweak SceneKit rendering by adding custom code at the following entry points: 1. vertex (SCNShaderModifierEntryPointGeometry) 2. surface (SCNShaderModifierEntryPointSurface) 3. lighting (SCNShaderModifierEntryPointLightingModel) 4. fragment (SCNShaderModifierEntryPointFragment) See below for a detailed explanation of these entry points and the context they provide. Shader modifiers can be written in either GLSL or the Metal Shading Language. Metal shaders won't run on iOS 8 and macOS 10.10 or earlier. The structure of a shader modifier is: GLSL | uniform float myGrayAmount = 3.0; // Custom GLSL uniforms declarations are of the form `[uniform type uniformName [= defaultValue]]` | | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | vec3 myColor = myGrayAmount; | _output.color.rgb += myColor; Metal Shading Language | #pragma arguments | float myGrayAmount; // Custom Metal uniforms declarations require a #pragma and are of the form `[type name]` | | #pragma declaration | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | float3 myColor = myGrayAmount; | _output.color.rgb += myColor; The `#pragma body` directive Is only needed if you declared functions that must not be included in the shader code itself. The `#pragma transparent` directive Forces the rendering to be blended using the following equation: _output.color.rgb + (1 - _output.color.a) * dst.rgb; where `dst` represents the current fragment color. The rgb components must be premultiplied. The `#pragma opaque` directive Forces the rendering to be opaque. It then ignores the alpha component of the fragment. When using Metal, you can also transfer varying values from the vertex shader (geometry shader modifier) to the fragment shader (surface and/or fragment shader modifier): 1. Start by declaring the varying values in at least one of the shader modifiers: Metal Shading Language | #pragma varyings | half3 myVec; 2. Then write the varying values from the vertex shader (geometry shader modifier): Metal Shading Language | #pragma body | out.myVec = _geometry.normal.xyz * 0.5h + 0.5h; 3. Finally read the varying values from the fragment shader (surface and/or fragment shader modifier): Metal Shading Language | _output.color.rgb = saturate(in.myVec); SceneKit declares the following built-in uniforms: GLSL | Metal Shading Language | --------------------------------------------┼-------------------------------------------------------┤ float u_time | float scn_frame.time | The current time, in seconds vec2 u_inverseResolution | float2 scn_frame.inverseResolution | 1.0 / screen size --------------------------------------------┼-------------------------------------------------------┤ mat4 u_viewTransform | float4x4 scn_frame.viewTransform | See SCNViewTransform mat4 u_inverseViewTransform | float4x4 scn_frame.inverseViewTransform | mat4 u_projectionTransform | float4x4 scn_frame.projectionTransform | See SCNProjectionTransform mat4 u_inverseProjectionTransform | float4x4 scn_frame.inverseProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat4 u_normalTransform | float4x4 scn_node.normalTransform | See SCNNormalTransform mat4 u_modelTransform | float4x4 scn_node.modelTransform | See SCNModelTransform mat4 u_inverseModelTransform | float4x4 scn_node.inverseModelTransform | mat4 u_modelViewTransform | float4x4 scn_node.modelViewTransform | See SCNModelViewTransform mat4 u_inverseModelViewTransform | float4x4 scn_node.inverseModelViewTransform | mat4 u_modelViewProjectionTransform | float4x4 scn_node.modelViewProjectionTransform | See SCNModelViewProjectionTransform mat4 u_inverseModelViewProjectionTransform | float4x4 scn_node.inverseModelViewProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat2x3 u_boundingBox; | float2x3 scn_node.boundingBox | The bounding box of the current geometry, in model space, u_boundingBox[0].xyz and u_boundingBox[1].xyz being respectively the minimum and maximum corner of the box. mat2x3 u_worldBoundingBox; | float2x3 scn_node.worldBoundingBox | The bounding box of the current geometry, in world space. When writing shaders using the Metal Shading Language a complete description of the type of the scn_frame variable (SCNSceneBuffer) can be found in the header file. The type of the scn_node variable is generated at compile time and there's no corresponding header file in the framework. In addition to these built-in uniforms, it is possible to use custom uniforms: The SCNGeometry and SCNMaterial classes are key-value coding compliant classes, which means that you can set values for arbitrary keys. Even if the key `myAmplitude` is not a declared property of the class, you can still set a value for it. Declaring a `myAmplitude` uniform in the shader modifier makes SceneKit observe the reveiver's `myAmplitude` key. Any change to that key will make SceneKit bind the uniform with the new value. The following GLSL and Metal Shading Language types (and their Objective-C counterparts) can be used to declare (and bind) custom uniforms: GLSL | Metal Shading Language | Objective-C | ------------┼------------------------┼---------------------------------------┤ int | int | NSNumber, NSInteger, int | float | float | NSNumber, CGFloat, float, double | vec2 | float2 | CGPoint | vec3 | float3 | SCNVector3 | vec4 | float4 | SCNVector4 | mat4, mat44 | float4x4 | SCNMatrix4 | sampler2D | texture2d | SCNMaterialProperty | samplerCube | texturecube | SCNMaterialProperty (with a cube map) | - | device const T* | MTLBuffer | Feature introduced in macOS 10.13, iOS 11.0 and tvOS 11.0 - | struct {...} | NSData | The entire struct can be set using NSData but it is also possible to set individual members using the member's name as a key and a value compatible with the member's type Common scalar types wrapped into a NSValue are also supported. The following prefixes are reserved by SceneKit and should not be used in custom names: 1. u_ 2. a_ 3. v_ Custom uniforms can be animated using explicit animations.
        Specified by:
        setShaderModifiers in interface SCNShadable
      • setShininess

        public void setShininess​(double value)
        [@property] shininess Specifies the receiver's shininess value. Defaults to 1.0. Animatable.
      • setSpeedForAnimationKey

        public void setSpeedForAnimationKey​(double speed,
                                            java.lang.String key)
        Description copied from interface: SCNAnimatable
        setSpeed:forAnimationKey: Update the animation speed of the animation with the given identifier.
        Specified by:
        setSpeedForAnimationKey in interface SCNAnimatable
        Parameters:
        speed - The new speed of the animation.
        key - The identifier for the animation to update.
      • setTransparency

        public void setTransparency​(double value)
        [@property] transparency Specifies the receiver's transparency value. Defaults to 1.0. Animatable. The color of the transparent property is multiplied by this property. The result is then used to produce the final transparency according to the rule defined by the transparencyMode property.
      • setTransparencyMode

        public void setTransparencyMode​(long value)
        [@property] transparencyMode Determines the transparency mode of the receiver. See above for the transparency modes. Defaults to SCNTransparencyModeDefault.
      • setWritesToDepthBuffer

        public void setWritesToDepthBuffer​(boolean value)
        [@property] writeToDepthBuffer Determines whether the receiver writes to the depth buffer when rendered. Defaults to YES.
      • shaderModifiers

        public NSDictionary<java.lang.String,​java.lang.String> shaderModifiers()
        Description copied from interface: SCNShadable
        [@property] shaderModifiers Dictionary of shader modifiers snippets, targeting entry points. The valid keys are the entry points described in the "Shader Modifier Entry Point" constants. The values are the code snippets formatted as described below. Shader modifiers allow you to inject shader code in the standard shaders of SceneKit. This injection is allowed in few controlled entry points, allowing specific kind of tasks in specific context. Each modifier can operate on specific structures along with access to global uniforms, that could be the standard SceneKit uniforms or its own declared uniforms. Shader modifiers can be used to tweak SceneKit rendering by adding custom code at the following entry points: 1. vertex (SCNShaderModifierEntryPointGeometry) 2. surface (SCNShaderModifierEntryPointSurface) 3. lighting (SCNShaderModifierEntryPointLightingModel) 4. fragment (SCNShaderModifierEntryPointFragment) See below for a detailed explanation of these entry points and the context they provide. Shader modifiers can be written in either GLSL or the Metal Shading Language. Metal shaders won't run on iOS 8 and macOS 10.10 or earlier. The structure of a shader modifier is: GLSL | uniform float myGrayAmount = 3.0; // Custom GLSL uniforms declarations are of the form `[uniform type uniformName [= defaultValue]]` | | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | vec3 myColor = myGrayAmount; | _output.color.rgb += myColor; Metal Shading Language | #pragma arguments | float myGrayAmount; // Custom Metal uniforms declarations require a #pragma and are of the form `[type name]` | | #pragma declaration | // Optional global function definitions (for Metal: references to uniforms in global functions are not supported). | float mySin(float t) { | return sin(t); | } | | [#pragma transparent | opaque] | [#pragma body] | | // the shader modifier code snippet itself | float3 myColor = myGrayAmount; | _output.color.rgb += myColor; The `#pragma body` directive Is only needed if you declared functions that must not be included in the shader code itself. The `#pragma transparent` directive Forces the rendering to be blended using the following equation: _output.color.rgb + (1 - _output.color.a) * dst.rgb; where `dst` represents the current fragment color. The rgb components must be premultiplied. The `#pragma opaque` directive Forces the rendering to be opaque. It then ignores the alpha component of the fragment. When using Metal, you can also transfer varying values from the vertex shader (geometry shader modifier) to the fragment shader (surface and/or fragment shader modifier): 1. Start by declaring the varying values in at least one of the shader modifiers: Metal Shading Language | #pragma varyings | half3 myVec; 2. Then write the varying values from the vertex shader (geometry shader modifier): Metal Shading Language | #pragma body | out.myVec = _geometry.normal.xyz * 0.5h + 0.5h; 3. Finally read the varying values from the fragment shader (surface and/or fragment shader modifier): Metal Shading Language | _output.color.rgb = saturate(in.myVec); SceneKit declares the following built-in uniforms: GLSL | Metal Shading Language | --------------------------------------------┼-------------------------------------------------------┤ float u_time | float scn_frame.time | The current time, in seconds vec2 u_inverseResolution | float2 scn_frame.inverseResolution | 1.0 / screen size --------------------------------------------┼-------------------------------------------------------┤ mat4 u_viewTransform | float4x4 scn_frame.viewTransform | See SCNViewTransform mat4 u_inverseViewTransform | float4x4 scn_frame.inverseViewTransform | mat4 u_projectionTransform | float4x4 scn_frame.projectionTransform | See SCNProjectionTransform mat4 u_inverseProjectionTransform | float4x4 scn_frame.inverseProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat4 u_normalTransform | float4x4 scn_node.normalTransform | See SCNNormalTransform mat4 u_modelTransform | float4x4 scn_node.modelTransform | See SCNModelTransform mat4 u_inverseModelTransform | float4x4 scn_node.inverseModelTransform | mat4 u_modelViewTransform | float4x4 scn_node.modelViewTransform | See SCNModelViewTransform mat4 u_inverseModelViewTransform | float4x4 scn_node.inverseModelViewTransform | mat4 u_modelViewProjectionTransform | float4x4 scn_node.modelViewProjectionTransform | See SCNModelViewProjectionTransform mat4 u_inverseModelViewProjectionTransform | float4x4 scn_node.inverseModelViewProjectionTransform | --------------------------------------------┼-------------------------------------------------------┤ mat2x3 u_boundingBox; | float2x3 scn_node.boundingBox | The bounding box of the current geometry, in model space, u_boundingBox[0].xyz and u_boundingBox[1].xyz being respectively the minimum and maximum corner of the box. mat2x3 u_worldBoundingBox; | float2x3 scn_node.worldBoundingBox | The bounding box of the current geometry, in world space. When writing shaders using the Metal Shading Language a complete description of the type of the scn_frame variable (SCNSceneBuffer) can be found in the header file. The type of the scn_node variable is generated at compile time and there's no corresponding header file in the framework. In addition to these built-in uniforms, it is possible to use custom uniforms: The SCNGeometry and SCNMaterial classes are key-value coding compliant classes, which means that you can set values for arbitrary keys. Even if the key `myAmplitude` is not a declared property of the class, you can still set a value for it. Declaring a `myAmplitude` uniform in the shader modifier makes SceneKit observe the reveiver's `myAmplitude` key. Any change to that key will make SceneKit bind the uniform with the new value. The following GLSL and Metal Shading Language types (and their Objective-C counterparts) can be used to declare (and bind) custom uniforms: GLSL | Metal Shading Language | Objective-C | ------------┼------------------------┼---------------------------------------┤ int | int | NSNumber, NSInteger, int | float | float | NSNumber, CGFloat, float, double | vec2 | float2 | CGPoint | vec3 | float3 | SCNVector3 | vec4 | float4 | SCNVector4 | mat4, mat44 | float4x4 | SCNMatrix4 | sampler2D | texture2d | SCNMaterialProperty | samplerCube | texturecube | SCNMaterialProperty (with a cube map) | - | device const T* | MTLBuffer | Feature introduced in macOS 10.13, iOS 11.0 and tvOS 11.0 - | struct {...} | NSData | The entire struct can be set using NSData but it is also possible to set individual members using the member's name as a key and a value compatible with the member's type Common scalar types wrapped into a NSValue are also supported. The following prefixes are reserved by SceneKit and should not be used in custom names: 1. u_ 2. a_ 3. v_ Custom uniforms can be animated using explicit animations.
        Specified by:
        shaderModifiers in interface SCNShadable
      • shininess

        public double shininess()
        [@property] shininess Specifies the receiver's shininess value. Defaults to 1.0. Animatable.
      • specular

        public SCNMaterialProperty specular()
        [@property] specular Specifies the receiver's specular property. The specular property specifies the amount of light to reflect in a mirror-like manner. The specular intensity increases when the point of view lines up with the direction of the reflected light.
      • _supportsSecureCoding

        public boolean _supportsSecureCoding()
        Description copied from interface: NSSecureCoding
        This property must return YES on all classes that allow secure coding. Subclasses of classes that adopt NSSecureCoding and override initWithCoder: must also override this method and return YES. The Secure Coding Guide should be consulted when writing methods that decode data.
        Specified by:
        _supportsSecureCoding in interface NSSecureCoding
      • transparency

        public double transparency()
        [@property] transparency Specifies the receiver's transparency value. Defaults to 1.0. Animatable. The color of the transparent property is multiplied by this property. The result is then used to produce the final transparency according to the rule defined by the transparencyMode property.
      • transparencyMode

        public long transparencyMode()
        [@property] transparencyMode Determines the transparency mode of the receiver. See above for the transparency modes. Defaults to SCNTransparencyModeDefault.
      • transparent

        public SCNMaterialProperty transparent()
        [@property] transparent The transparent property specifies the transparent areas of the material.
      • writesToDepthBuffer

        public boolean writesToDepthBuffer()
        [@property] writeToDepthBuffer Determines whether the receiver writes to the depth buffer when rendered. Defaults to YES.
      • addAnimationPlayerForKey

        public void addAnimationPlayerForKey​(SCNAnimationPlayer player,
                                             java.lang.String key)
        Description copied from interface: SCNAnimatable
        addAnimationPlayer:forKey: Add an animation player. The animation player is not removed automatically on completion. The animation doesn't start playing immediatelly. Call "play" on the player to start playing it.
        Specified by:
        addAnimationPlayerForKey in interface SCNAnimatable
        Parameters:
        player - Added animation player.
        key - May be any string such that only one animation per unique key is added per animatable object.
      • animationPlayerForKey

        public SCNAnimationPlayer animationPlayerForKey​(java.lang.String key)
        Description copied from interface: SCNAnimatable
        animationPlayerForKey: Returns the animation player with the given identifier This will return nil if no such animation player exists.
        Specified by:
        animationPlayerForKey in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation player to retrieve.
      • colorBufferWriteMask

        public long colorBufferWriteMask()
        Determines whether the receiver writes to the color buffer when rendered. Defaults to SCNColorMaskAll.
      • displacement

        public SCNMaterialProperty displacement()
        [@property] displacement The displacement property specifies how vertex are translated in tangent space. Pass a grayscale image for a simple 'elevation' or rgb image for a vector displacement.
      • fillMode

        public long fillMode()
        [@property] fillMode Determines of to how to rasterize the receiver's primitives. Defaults to SCNFillModeFill.
      • removeAnimationForKeyBlendOutDuration

        public void removeAnimationForKeyBlendOutDuration​(java.lang.String key,
                                                          double duration)
        Description copied from interface: SCNAnimatable
        Smoothly remove the animation with the given identifier.
        Specified by:
        removeAnimationForKeyBlendOutDuration in interface SCNAnimatable
        Parameters:
        key - The identifier for the animation to remove.
        duration - The blend out duration used to remove the animation.
      • setColorBufferWriteMask

        public void setColorBufferWriteMask​(long value)
        Determines whether the receiver writes to the color buffer when rendered. Defaults to SCNColorMaskAll.
      • setFillMode

        public void setFillMode​(long value)
        [@property] fillMode Determines of to how to rasterize the receiver's primitives. Defaults to SCNFillModeFill.
      • clearCoat

        public SCNMaterialProperty clearCoat()
        [@property] clearCoat The clearCoat property specifies color and intensity of the coat layer.
      • clearCoatNormal

        public SCNMaterialProperty clearCoatNormal()
        [@property] clearCoatNormal The clearCoatNormal property specifies color and intensity of the optional coat normal map.
      • clearCoatRoughness

        public SCNMaterialProperty clearCoatRoughness()
        [@property] clearCoatRoughness The clearCoat property specifies color and intensity of the coat roughness.