// // VisualizationViewController.swift // XIONControlPanel // // Created by Charles Magahern on 12/29/15. // Copyright © 2015 XION. All rights reserved. // import Darwin import Foundation import GLKit import SceneKit import UIKit let π = CGFloat(M_PI) class VisualizationViewController: UIViewController { private var _scene: SCNScene = SCNScene() private var _sceneView: SCNView? private var _cameraNode: SCNNode = SCNNode() private var _lightNode: SCNNode = SCNNode() private var _cubletsNode: SCNNode = SCNNode() private var _cublets: [SCNNode] = [] private var _percentActivated: Float = 0.0 static private let cubletsDimensions = 5 static private let cubletsSize = 1.0 static private let cubletsSpacing = 2.0 static private let rotationAnimationKey = "RotationAnimation" // MARK: Overrides override func loadView() { let opts = [SCNPreferredRenderingAPIKey : SCNRenderingAPI.OpenGLES2.rawValue] let view = SCNView(frame: UIScreen.mainScreen().bounds, options: opts) view.backgroundColor = UIColor.blackColor() view.scene = _scene view.allowsCameraControl = false _sceneView = view self.view = view } override func viewDidLoad() { super.viewDidLoad() _setupCamera() _setupLights() _setupModel() _setupAnimation() _setupEffects() _beginModelResetTimer() } override func viewDidAppear(animated: Bool) { super.viewDidAppear(animated) _sceneView?.play(nil) } override func viewDidDisappear(animated: Bool) { super.viewDidDisappear(animated) _sceneView?.stop(nil) } // MARK: API var connectionStatus: ConnectionStatus = .Disconnected { didSet { switch (self.connectionStatus) { case .Disconnected, .Connecting, .Error: _cubletsNode.paused = true _lightNode.light?.color = UIColor(white: 0.3, alpha: 1.0) case .Connected: _cubletsNode.paused = false _lightNode.light?.color = UIColor.whiteColor() } } } var percentActivated: Float { get { return _percentActivated } set(percentage) { self.setPercentActivated(percentage, animated: false) } } func setPercentActivated(percentage: Float, animated: Bool) { let cubletsCount = _cublets.count let cubletsToActivate = UInt(percentage * Float(cubletsCount)) var shuffledCublets = _cublets var cubletsActivated: UInt = 0 for i in 0 ..< cubletsCount { let rnd = Int(arc4random_uniform(UInt32(cubletsCount))) let tmp = shuffledCublets[rnd] shuffledCublets[rnd] = shuffledCublets[i] shuffledCublets[i] = tmp } for cublet in shuffledCublets { _setCubletActivated(cublet, activated: (cubletsActivated < cubletsToActivate)) cubletsActivated += 1 } if (animated) { let rx = Float(arc4random()) / Float(UInt32.max) let ry = Float(arc4random()) / Float(UInt32.max) let rz = Float(arc4random()) / Float(UInt32.max) let rotAxis = SCNVector3Make(rx, ry, rz) let rotCoeff = CGFloat(arc4random() % 2 == 0 ? -1.0 : 1.0) let rotAngle = CGFloat(rotCoeff * π / 4.0) let rotAction = SCNAction.rotateByAngle(rotAngle, aroundAxis: rotAxis, duration: 0.8) rotAction.timingMode = .Linear rotAction.timingFunction = { (t: Float) -> Float in return min(((log10(4.0 * (t + 0.03)) + 1.0) / 1.5), 1.0) } // modify the existing rotation animation as well, so that we have a // smooth transition let longTermAnimKey = VisualizationViewController.rotationAnimationKey let newLongTermRotAction = _createLongTermRotationAnimation((rotCoeff * 2.0 * π), rotAxis) _cubletsNode.removeActionForKey(longTermAnimKey) let actionSeq = SCNAction.sequence([rotAction, newLongTermRotAction]) _cubletsNode.runAction(actionSeq, forKey: longTermAnimKey) } _setAnimationSpeed(CGFloat(1.0 + (percentage * 2.0))) _percentActivated = percentage } // MARK: Internal internal func _setupCamera() { let camera = SCNCamera() _cameraNode.camera = camera _cameraNode.position = SCNVector3Make(0.0, 0.0, 30.0) _scene.rootNode.addChildNode(_cameraNode) let centerNode = SCNNode() centerNode.position = SCNVector3Zero _scene.rootNode.addChildNode(centerNode) let constraint = SCNLookAtConstraint(target: centerNode) _cameraNode.constraints = [constraint] } internal func _setupLights() { let light = SCNLight() light.type = SCNLightTypeOmni light.color = UIColor.whiteColor() _lightNode = SCNNode() _lightNode.light = light _lightNode.position = _cameraNode.position _scene.rootNode.addChildNode(_lightNode) } internal func _setupModel() { _cubletsNode.enumerateChildNodesUsingBlock { $0.0.removeFromParentNode() } _cublets.removeAll() let sz = Float(VisualizationViewController.cubletsSize) let dim = VisualizationViewController.cubletsDimensions let dimf = Float(dim) let spacing = Float(VisualizationViewController.cubletsSpacing) let volume = (dimf * sz) + ((dimf - 1.0) * spacing) let orig = -volume / 2.0 // setup material and geometry. each node needs its own material for the activation effect. let geom = SCNBox(width: CGFloat(sz), height: CGFloat(sz), length: CGFloat(sz), chamferRadius: 0.0) let material = SCNMaterial() material.diffuse.contents = UIColor.whiteColor() material.transparency = 0.75 // generate nodes for each cublet for xi in 0 ..< dim { let x = orig + Float(xi) * (sz + spacing) for yi in 0 ..< dim { let y = orig + Float(yi) * (sz + spacing) for zi in 0 ..< dim { let z = orig + Float(zi) * (sz + spacing) let nodeGeom = geom.copy() as! SCNGeometry nodeGeom.firstMaterial = material.copy() as? SCNMaterial let node = SCNNode(geometry: nodeGeom) node.position = SCNVector3Make(x, y, z) _cubletsNode.addChildNode(node) _cublets.append(node) } } } _cubletsNode.position = SCNVector3Zero if (_cubletsNode.parentNode == nil) { _scene.rootNode.addChildNode(_cubletsNode) } } internal func _setupAnimation() { let rotAngle = 2.0 * π let rotAxis = SCNVector3Make(0.25, 1.75, 1.0) let rotationAction = _createLongTermRotationAnimation(rotAngle, rotAxis) _cubletsNode.removeAllActions() _cubletsNode.runAction(rotationAction, forKey: VisualizationViewController.rotationAnimationKey) } internal func _setupEffects() { let techniqueURL = NSBundle.mainBundle().URLForResource("CubletsTechnique", withExtension: "plist") let techniqueDict = NSDictionary(contentsOfURL: techniqueURL!) as! [String : AnyObject] let technique = SCNTechnique(dictionary: techniqueDict) _sceneView?.technique = technique } internal func _beginModelResetTimer() { /* since this visualization is running all the time, trigonometric functions begin malfunctioning at very large numbers. just reload the model every 24 hours so we don't have to see it */ let reloadModelTime = dispatch_time(DISPATCH_TIME_NOW, Int64(60 * 60 * 24 * NSEC_PER_SEC)) dispatch_after(reloadModelTime, dispatch_get_main_queue()) { [weak self] in if let strongSelf = self { strongSelf._cubletsNode.removeFromParentNode() strongSelf._cubletsNode = SCNNode() strongSelf._setupModel() strongSelf._setupAnimation() let currentPercentActivated = strongSelf.percentActivated let currentConnectionStatus = strongSelf.connectionStatus strongSelf.percentActivated = currentPercentActivated strongSelf.connectionStatus = currentConnectionStatus strongSelf._beginModelResetTimer() } } } internal func _setCubletActivated(cublet: SCNNode, activated: Bool) { let material = cublet.geometry?.firstMaterial material?.diffuse.contents = (activated ? UIColor.redColor() : UIColor.whiteColor()) } internal func _setAnimationSpeed(speed: CGFloat) { let key = VisualizationViewController.rotationAnimationKey if let action = _cubletsNode.actionForKey(key) { _cubletsNode.removeActionForKey(key) action.speed = speed _cubletsNode.runAction(action, forKey: key) } } internal func _createLongTermRotationAnimation(rotAngle: CGFloat, _ rotAxis: SCNVector3) -> SCNAction { return SCNAction.repeatActionForever(SCNAction.rotateByAngle(rotAngle, aroundAxis: rotAxis, duration: 40.0)) } }