SceneKit: Create SCNNodes from models at runtime

SceneKit: Create SCNNodes from models at runtime



I am making a SceneKit game, and I have a folder with my models (file.obj, file.mtl, file.png). I can drag the models to the game.scn file.


let node = rootNode.childNode(withName: "boxTarget", recursively: true)!.flattenedClone()
node.isHidden = false



Then I look for the name of the node and I create a flattenedClone.



But I think that there will be a better way to create multiple SCNNodes with models, dynamically, at runtime, without adding them to the game.scn file.




1 Answer
1



If I understand the question correctly, I did mine something like this:


func initGameNodes()
scene = SCNScene()

gameNodes = SCNNode()
gameNodes.name = "gameNodes"
scene.rootNode.addChildNode(gameNodes)

initLights()
scene.rootNode.addChildNode(camera.cameraEye)
scene.rootNode.addChildNode(camera.cameraFocus)

camera.reset()


func loadCollada(sceneName: String, objName: String) -> SCNNode
let vScene = SCNScene(named: sceneName)!
let gObject = vScene.rootNode.childNode(withName: objName, recursively: true)!
return gObject


func createProjectileNodes(vMissile: weaponTypes) -> SCNNode
switch vMissile

case .defenseMissile:
let vNode = loadCollada(sceneName: "art.scnassets/Models/missile.dae", objName: "Default")
vNode.scale = SCNVector3Make(0.05, 0.05, 0.05)
vNode.name = "Missile01"
return vNode
case . etc.






I think that the problem with that approach is that you access to a file, and that takes time, so the frame rate goes down. What I am trying to do is to load more nodes of one class, for example, without time penalties. Maybe I have to recycle nodes, or create many nodes when the scene load.
– Jimmy
Nov 15 '18 at 8:29




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