Apple Engine

Apple, iPhone, iOS, その周辺のことについて

iOS 11 / Xcode 9 の SceneKit プロパティ、メソッド等の追加・変更・廃止一覧

自分のメモ用。
Beta なので変更される可能性あり。

 

Type Color

  • 変更 / Modified
  • 追加 / Added
  • 廃止 / Deprecated

 

変更内容

 

  • SCNScene
    • SCNScene.Attribute
      • init(rawValue: String)

 

  • SCNView
    • SCNView.Option
      • init(rawValue: String)
    • cameraControlConfiguration:SCNCameraControlConfiguration
    • defaultCameraController: SCNCameraController
    • rendersContinuously: Bool

 

  • SCNNode
    • SCNBoundingVolume
      • boundingBox: (min: SCNVector3, max: SCNVector3)
      • boundingSphere: (center: SCNVector3, radius: Float)
    • entity: GKEntity?
    • focusBehavior: SCNNodeFocusBehavior
    • simdEulerAngles: simd_float3
    • simdOrientation: simd_quatf
    • simdPivot: simd_float4x4
    • simdPosition: simd_float3
    • simdRotation: simd_float4
    • simdScale: simd_float3
    • simdTransform: simd_float4x4
    • simdWorldFront: simd_float3
    • simdWorldOrientation: simd_quatf
    • simdWorldPosition: simd_float3
    • simdWorldRight: simd_float3
    • simdWorldTransform: simd_float4x4
    • simdWorldUp: simd_float3
    • worldFront: SCNVector3
    • worldOrientation: SCNQuaternion
    • worldPosition: SCNVector3
    • worldRight: SCNVector3
    • worldUp: SCNVector3
    • localFront: SCNVector3
    • localRight: SCNVector3
    • localUp: SCNVector3
    • simdLocalFront: simd_float3
    • simdLocalRight: simd_float3
    • simdLocalUp: simd_float3
    • convertVector(SCNVector3, from: SCNNode?)
    • convertVector(SCNVector3, to: SCNNode?)
    • localRotate(by: SCNQuaternion)
    • localTranslate(by: SCNVector3)
    • look(at: SCNVector3)
    • look(at: SCNVector3, up: SCNVector3, localFront: SCNVector3)
    • rotate(by: SCNQuaternion, aroundTarget: SCNVector3)
    • setWorldTransform(SCNMatrix4)
    • simdConvertPosition(simd_float3, from: SCNNode?)
    • simdConvertPosition(simd_float3, to: SCNNode?)
    • simdConvertTransform(simd_float4x4, from: SCNNode?)
    • simdConvertTransform(simd_float4x4, to: SCNNode?)
    • simdConvertVector(simd_float3, from: SCNNode?)
    • simdConvertVector(simd_float3, to: SCNNode?)
    • simdLocalRotate(by: simd_quatf)
    • simdLocalTranslate(by: simd_float3)
    • simdLook(at: vector_float3)
    • simdLook(at: vector_float3, up: vector_float3, localFront: simd_float3)
    • simdRotate(by: simd_quatf, aroundTarget: simd_float3)

 

  • Basic 3D Data Types
    • SCNVector3
      • init()
      • init(float3)
      • init(double3)
      • init(Int, Int, Int)
      • init(Float, Float, Float)
      • init(Double, Double, Double)
      • init(CGFloat, CGFloat, CGFloat)
      • init(x: CGFloat, y: CGFloat, z: CGFloat)
      • init(x: Float, y: Float, z: Float)
    • SCNVector4
      • init()
      • init(float4)
      • init(double4)
      • init(Double, Double, Double, Double)
      • init(CGFloat, CGFloat, CGFloat, CGFloat)
      • init(Float, Float, Float, Float)
      • init(Int, Int, Int, Int)
      • init(x: CGFloat, y: CGFloat, z: CGFloat, w: CGFloat)
      • init(x: Float, y: Float, z: Float, w: Float)
    • SCNMatrix4
      • init()
      • init(double4x4)
      • init(double4x4)
      • init(float4x4)
      • init(float4x4)
      • init(m11: Float, m12: Float, m13: Float, m14: Float, m21: Float, m22: Float, m23: Float, m24: Float, m31: Float, m32: Float, m33: Float, m34: Float, m41: Float, m42: Float, m43: Float, m44: Float)
    • SCNFloat

 

  • SCNSceneRenderer
    • SCNHitTestOption
      • searchMode: SCNHitTestOption
      • SCNHitTestSearchMode
        • all
        • any
        • closest
    • SCNDebugOptions
      • init(rawValue: String)
      • renderAsWireframe: SCNDebugOptions
      • showCameras: SCNDebugOptions
      • showConstraints: SCNDebugOptions
      • showCreases: SCNDebugOptions
      • showSkeletons: SCNDebugOptions

 

  • SCNSceneRendererDelegate
    • renderer(SCNSceneRenderer, didApplyConstraintsAtTime: TimeInterval)

 

  • SCNRenderer
    • render(withViewport: CGRect, commandBuffer: MTLCommandBuffer, passDescriptor: MTLRenderPassDescriptor)
    • update(atTime: CFTimeInterval)

 

  • SCNHitTestResult
    • boneNode: SCNNode

 

  • SCNCamera
    • yFov: Double
    • xFov: Double
    • projectionDirection: SCNCameraProjectionDirection
    • SCNCameraProjectionDirection
      • horizontal
      • vertical
    • focalDistance: CGFloat
    • focalSize: CGFloat
    • focalBlurRadius: CGFloat
    • aperture: CGFloat
    • apertureBladeCount: Int
    • fStop: CGFloat
    • fieldOfView: CGFloat
    • focalBlurSampleCount: Int
    • focalLength: CGFloat
    • focusDistance: CGFloat
    • screenSpaceAmbientOcclusionBias: CGFloat
    • screenSpaceAmbientOcclusionDepthThreshold: CGFloat
    • screenSpaceAmbientOcclusionIntensity: CGFloat
    • screenSpaceAmbientOcclusionNormalThreshold: CGFloat
    • screenSpaceAmbientOcclusionRadius: CGFloat
    • sensorHeight: CGFloat
    • wantsDepthOfField: Bool

 

  • SCNCameraController
    • SCNInteractionMode
    • automaticTarget: Bool
    • delegate: SCNCameraControllerDelegate?
    • inertiaEnabled: Bool
    • inertiaFriction: Float
    • interactionMode: SCNInteractionMode
    • isInertiaRunning: Bool
    • maximumHorizontalAngle: Float
    • maximumVerticalAngle: Float
    • minimumHorizontalAngle: Float
    • minimumVerticalAngle: Float
    • pointOfView: SCNNode?
    • target: SCNVector3
    • worldUp: SCNVector3
    • beginInteraction(CGPoint, withViewport: CGSize)
    • clearRoll()
    • continueInteraction(CGPoint, withViewport: CGSize, sensitivity: CGFloat)
    • dolly(by: Float, onScreenPoint: CGPoint, viewport: CGSize)
    • dolly(toTarget: Float)
    • endInteraction(CGPoint, withViewport: CGSize, velocity: CGPoint)
    • frameNodes([SCNNode])
    • roll(by: Float, aroundScreenPoint: CGPoint, viewport: CGSize)
    • rollAroundTarget(Float)
    • rotateBy(x: Float, y: Float)
    • stopInertia()
    • translateInCameraSpaceBy(x: Float, y: Float, z: Float)

 

  • SCNCameraControlConfiguration

    • allowsTranslation: Bool
    • autoSwitchToFreeCamera: Bool
    • flyModeVelocity: CGFloat
    • panSensitivity: CGFloat
    • rotationSensitivity: CGFloat
    • truckSensitivity: CGFloat

 

  • SCNCameraControllerDelegate

    • cameraInertiaDidEnd(for: SCNCameraController)
    • cameraInertiaWillStart(for: SCNCameraController)

 

  • SCNLight
    • SCNLight.LightType
      • init(rawValue: String)
    • automaticallyAdjustsShadowProjection: Bool
    • forcesBackFaceCasters: Bool
    • maximumShadowDistance: CGFloat
    • sampleDistributedShadowMaps: Bool
    • shadowCascadeCount: Int
    • shadowCascadeSplittingFactor: CGFloat
    • sphericalHarmonicsCoefficients: Data

 

  • SCNMaterial
    • SCNMaterial.LightingModel
      • init(rawValue: String)
    • displacement
    • SCNTransparencyMode
      • `default`
      • dualLayer
      • singleLayer
    • SCNBlendMode
      • max
    • colorBufferWriteMask: SCNColorMask
    • SCNColorMask
    • fillMode: SCNFillMode
    • SCNFillMode

 

  • SCNMaterialProperty
    • textureComponents: SCNColorMask

 

  • SCNGeometry
    • SCNBoundingVolume
      • boundingBox: (min: SCNVector3, max: SCNVector3)
      • boundingSphere: (center: SCNVector3, radius: Float)
    • elements: [SCNGeometryElement]
    • sources: [SCNGeometrySource]
    • elementCount: Int
    • element(at: Int)
    • sources(for: SCNGeometrySource.Semantic)
    • tessellator: SCNGeometryTessellator?
    • SCNGeometryTessellator
    • wantsAdaptiveSubdivision: Bool

 

  • SCNGeometrySource
    • init(vertices: [SCNVector3])
    • init(normals: [SCNVector3])
    • init(textureCoordinates: [CGPoint])
    • SCNGeometrySource.Semantic
      • init(String)
      • init(rawValue: String)

 

  • SCNAnimatable
    • addAnimation(SCNAnimationProtocol, forKey: String?)
    • func animation(forKey: String)
    • func removeAnimation(forKey: String, fadeOutDuration: CGFloat)
    • func pauseAnimation(forKey: String)
    • func resumeAnimation(forKey: String)
    • func isAnimationPaused(forKey: String)
    • addAnimationPlayer(SCNAnimationPlayer, forKey: String?)
    • animationPlayer(forKey: String)
    • removeAnimation(forKey: String, blendOutDuration: CGFloat)
    • func setAnimationSpeed(CGFloat, forKey: String)

 

  • SCNAnimationEvent
    • SCNAnimationEventBlock

 

  • SCNAnimation
    • SCNAnimationDidStartBlock
    • SCNAnimationDidStopBlock
    • init(caAnimation: CAAnimation)
    • init(contentsOf: URL)
    • init(named: String)
    • animationDidStart: SCNAnimationDidStartBlock?
    • animationDidStop: SCNAnimationDidStopBlock?
    • animationEvents: [SCNAnimationEvent]?
    • autoreverses: Bool
    • blendInDuration: TimeInterval
    • blendOutDuration: TimeInterval
    • duration: TimeInterval
    • fillsBackward: Bool
    • fillsForward: Bool
    • isAdditive: Bool
    • isAppliedOnCompletion: Bool
    • isCumulative: Bool
    • isRemovedOnCompletion: Bool
    • keyPath: String?
    • repeatCount: CGFloat
    • startDelay: TimeInterval
    • timeOffset: TimeInterval
    • timingFunction: SCNTimingFunction
    • usesSceneTimeBase: Bool

 

  • SCNAnimationPlayer
    • init(animation: SCNAnimation)
    • animation: SCNAnimation
    • blendFactor: CGFloat
    • paused: Bool
    • speed: CGFloat
    • play()
    • stop()
    • stop(withBlendOutDuration: TimeInterval)

 

  • SCNTimingFunction
    • init(caMediaTimingFunction: CAMediaTimingFunction)
    • init(timingMode: SCNActionTimingMode)

 

  • SCNAnimationProtocol
    • NSObjectProtocol

 

  • SCNConstraint
    • isEnabled: Bool
    • isIncremental: Bool

 

  • SCNBillboardConstraint
    • SCNBillboardAxis
      • init(rawValue: UInt)

 

  • SCNLookAtConstraint
    • localFront: SCNVector3
    • var targetOffset: SCNVector3
    • var worldUp: SCNVector3

 

  • SCNDistanceConstraint
    • init(target: SCNNode?)
    • maximumDistance: CGFloat
    • minimumDistance: CGFloat
    • target: SCNNode?

 

  • SCNAvoidOccluderConstraint
    • init(target: SCNNode?)
    • bias: CGFloat
    • occluderCategoryBitMask: Int
    • target: SCNNode?
    • SCNAvoidOccluderConstraintDelegate
    • SCNAvoidOccluderConstraintDelegate

 

  • SCNAccelerationConstraint
    • damping: CGFloat
    • decelerationDistance: CGFloat
    • maximumLinearAcceleration: CGFloat
    • maximumLinearVelocity: CGFloat

 

  • SCNSliderConstraint
    • collisionCategoryBitMask: Int
    • offset: SCNVector3
    • radius: CGFloat

 

  • SCNReplicatorConstraint
    • init(target: SCNNode?)
    • orientationOffset: SCNQuaternion
    • positionOffset: SCNVector3
    • replicatesOrientation: Bool
    • replicatesPosition: Bool
    • replicatesScale: Bool
    • scaleOffset: SCNVector3
    • target: SCNNode?

 

  • SCNTransformConstraint
    • orientationConstraint(inWorldSpace: Bool, with: (SCNNode, SCNQuaternion) -> SCNQuaternion)
    • positionConstraint(inWorldSpace: Bool, with: (SCNNode, SCNVector3) -> SCNVector3)

 

  • SCNSkinner
    • skeleton

 

  • SCNMorpher
    • unifiesNormals: Bool
    • weights: [NSNumber]
    • setWeight(CGFloat, forTargetNamed: String)
    • weight(forTargetNamed: String)

 

  • SCNPhysicsBody
    • SCNPhysicsCollisionCategory
      • init(rawValue: UInt)

 

  • SCNPhysicsShape

    • SCNPhysicsShape.Option
      • init(rawValue: String)
      • SCNPhysicsShape.ShapeType
        • init(rawValue: String)  
  • SCNPhysicsContact

    • sweepTestFraction

 

  • SCNPhysicsWorld
    • SCNPhysicsWorld.TestOption
      • SCNPhysicsWorld.TestSearchMode
        • init(rawValue: String)
      • init(rawValue: String)

 

  • SCNPhysicsConeTwistJoint
    • init(body: SCNPhysicsBody, frame: SCNMatrix4)
    • init(bodyA: SCNPhysicsBody, frameA: SCNMatrix4, bodyB: SCNPhysicsBody, frameB: SCNMatrix4)
    • bodyA: SCNPhysicsBody
    • bodyB: SCNPhysicsBody?
    • frameA: SCNMatrix4
    • frameB: SCNMatrix4
    • maximumAngularLimit1: CGFloat
    • maximumAngularLimit2: CGFloat
    • maximumTwistAngle: CGFloat

 

  • SCNParticleSystem
    • SCNParticleSystem.ParticleProperty
      • init(rawValue: String)
    • orientationDirection: SCNVector3
    • particleIntensity: CGFloat
    • particleIntensityVariation: CGFloat

 

  • SCNShadable
    • SCNShaderModifierEntryPoint
      • init(rawValue: String)

 

  • SCNSceneSource
    • SCNSceneSource.LoadingOption
      • SCNSceneSource.AnimationImportPolicy
        • init(rawValue: String)
      • convertToYUp
      • convertUnitsToMeters
      • init(rawValue: String)
    • entryWithIdentifier(String, withClass: T.Type)

 

  • SCNNodeFocusBehavior
    • focusable
    • none
    • occluding

 

  • SCNTessellationSmoothingMode
    • none
    • phong
    • pnTriangles