Typedef
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Compositing operations for images. |
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Styles for rendering the endpoint of a stroked line. |
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Junction types for stroked lines. |
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Rules for determining which regions are interior to a path, used by the fillPath(using:) and clip(using:) methods. |
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DispatchTimeInterval represents a number of seconds, millisconds, microseconds, or nanoseconds. |
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The partitioning mode used by the tessellator to derive the number and spacing of segments used to subdivide a corresponding edge. |
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The type of the color-space mode constants listed in Color Space Models. |
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Constants affecting the animation curve of an action, used by the timingMode property. |
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Modes for antialiased rendering of the view’s scene, used by the SCNView property. |
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Modes that describe how SceneKit blends source colors rendered using a material with destination colors already in a rendering target, used by the blendMode property. |
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Options for how often SceneKit should execute the binding handler you provide with the handleBinding(ofBufferNamed:frequency:handler:) method. |
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Options for which edges of an extruded shape are chamfered, used by the chamferMode property. |
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The modes SceneKit uses to determine which polygons to render in a surface, used by the cullMode property. |
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Texture filtering modes, used by the the minificationFilter, magnificationFilter, and mipFilter properties. |
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The drawing primitive that connects vertices when rendering a geometry element, used by the primitiveType property to specify how SceneKit interprets the geometry element’s data. |
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The interpolation formulas for blending between target geometries. |
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Values that inform SceneKit’s rendering for movement-related effects, used by the movabilityHint property. |
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Options for the initial direction of each emitted particle, used by the birthDirection property. |
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Options for the initial location of each emitted particle, used by the birthLocation property. |
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Options for combining source and destination pixel colors when compositing particles during rendering, used by the blendMode property. |
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Significant events in the life spans of simulate particles, used by the handle(_:forProperties:handler:) method. |
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Options for animating each particle with a sequence of images, used by the imageSequenceAnimationMode property. |
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Options for the input value of the property controller’s animation, used by the inputMode property. |
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Stages of SceneKit’s particle simulation process into which you can insert modifier blocks, used by the addModifier(forProperties:at:modifier:) method. |
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Options for restricting the orientation of particles, used by the orientationMode property. |
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Options for the rendering order of particles, used by the sortingMode property. |
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Constants that determine how a physics body interacts with forces and other bodies, used by the type property and when creating a physics body. |
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Options for defining the region of space affected by a physics field, used by the scope property. |
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Options for when to load the reference node’s content, used by the loadingPolicy property. |
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Options for choosing the graphics technology for an SCNView object (or other SceneKit renderer) to use for drawing its contents. |
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Constants identifying phases of SceneKit’s scene loading process, used in a SCNSceneSourceStatusHandler block. |
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Options for SceneKit’s rendering of shadows cast by a light, used by the shadowMode property. |
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The modes SceneKit uses to calculate the opacity of pixels rendered with a material, used by the transparencyMode property. |
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Modes to apply to texture wrapping, used by the wrapT and wrapS properties. |
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The modes that an action can use to adjust the apparent timing of the action. |
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The modes that describe how the source and destination pixel colors are used to calculate the new destination color. |
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Options for aligning text horizontally. |
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Options for aligning text vertically. |
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The modes that determine how the scene’s area is mapped to the view that presents it. |
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Texture filtering modes to use when the texture is drawn in a size other than its native size. |
Static Public
public CGBlendMode: Object source
Compositing operations for images.
Properties:
Name | Type | Attribute | Description |
normal | number | Paints the source image samples over the background image samples. |
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multiply | number | Multiplies the source image samples with the background image samples. This results in colors that are at least as dark as either of the two contributing sample colors. |
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screen | number | Multiplies the inverse of the source image samples with the inverse of the background image samples. This results in colors that are at least as light as either of the two contributing sample colors. |
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overlay | number | ||
darken | number | ||
lighten | number | ||
colorDodge | number | Brightens the background image samples to reflect the source image samples. Source image sample values that specify black do not produce a change. |
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colorBurn | number | Darkens the background image samples to reflect the source image samples. Source image sample values that specify white do not produce a change. |
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softLight | number | ||
hardLight | number | ||
difference | number | ||
exclusion | number | Produces an effect similar to that produced by difference, but with lower contrast. Source image sample values that are black don’t produce a change; white inverts the background color values. |
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hue | number | Uses the luminance and saturation values of the background with the hue of the source image. |
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saturation | number | Uses the luminance and hue values of the background with the saturation of the source image. Areas of the background that have no saturation (that is, pure gray areas) don’t produce a change. |
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color | number | Uses the luminance values of the background with the hue and saturation values of the source image. This mode preserves the gray levels in the image. You can use this mode to color monochrome images or to tint color images. |
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luminosity | number | Uses the hue and saturation of the background with the luminance of the source image. This mode creates an effect that is inverse to the effect created by color. |
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clear | number | R = 0 |
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copy | number | R = S |
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sourceIn | number | R = S*Da |
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sourceOut | number | R = S*(1 - Da) |
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sourceAtop | number | R = SDa + D(1 - Sa) |
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destinationOver | number | R = S*(1 - Da) + D |
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destinationIn | number | R = D*Sa |
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destinationOut | number | R = D*(1 - Sa) |
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destinationAtop | number | R = S(1 - Da) + DSa |
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xor | number | R = S(1 - Da) + D(1 - Sa). This XOR mode is only nominally related to the classical bitmap XOR operation, which is not supported by Core Graphics |
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plusDarker | number | R = MAX(0, 1 - ((1 - D) + (1 - S))) |
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plusLighter | number | R = MIN(1, S + D) |
public CGLineCap: Object source
Styles for rendering the endpoint of a stroked line.
Properties:
Name | Type | Attribute | Description |
butt | number | A line with a squared-off end. Core Graphics draws the line to extend only to the exact endpoint of the path. This is the default. |
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round | number | A line with a rounded end. Core Graphics draws the line to extend beyond the endpoint of the path. The line ends with a semicircular arc with a radius of 1/2 the line’s width, centered on the endpoint. |
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square | number | A line with a squared-off end. Core Graphics extends the line beyond the endpoint of the path for a distance equal to half the line width. |
public CGLineJoin: Object source
Junction types for stroked lines.
Properties:
Name | Type | Attribute | Description |
miter | number | ||
round | number | A join with a rounded end. Core Graphics draws the line to extend beyond the endpoint of the path. The line ends with a semicircular arc with a radius of 1/2 the line’s width, centered on the endpoint. |
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bevel | number | A join with a squared-off end. Core Graphics draws the line to extend beyond the endpoint of the path, for a distance of 1/2 the line’s width. |
public CGPathFillRule: Object source
Rules for determining which regions are interior to a path, used by the fillPath(using:) and clip(using:) methods.
public DispatchTimeInterval: Object source
DispatchTimeInterval represents a number of seconds, millisconds, microseconds, or nanoseconds. You use DispatchTimeInterval values to specify the interval at which a DispatchSourceTimer fires or I/O handlers are invoked for a DispatchIO channel, as well as to increment and decrement DispatchTime values.
public MTLTessellationPartitionMode: Object source
The partitioning mode used by the tessellator to derive the number and spacing of segments used to subdivide a corresponding edge.
public NSColorSpaceModel: Object source
The type of the color-space mode constants listed in Color Space Models.
public SCNActionTimingMode: Object source
Constants affecting the animation curve of an action, used by the timingMode property.
Properties:
Name | Type | Attribute | Description |
linear | number | Linear pacing. The animation progresses evenly throughout its duration. |
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easeIn | number | Ease-in pacing. The animation begins slowly, and then speeds up as it progresses. |
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easeOut | number | Ease-out pacing. The animation begins quickly, and then slows as it completes. |
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easeInEaseOut | number | Ease-in ease-out pacing. The animation begins slowly, accelerates through the middle of its duration, and then slows again before completing. |
public SCNAntialiasingMode: Object source
Modes for antialiased rendering of the view’s scene, used by the SCNView property.
Properties:
Name | Type | Attribute | Description |
none | number | Disables antialiased rendering. |
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multisampling2X | number | Enables multisample antialiasing, with two samples per screen pixel. |
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multisampling4X | number | Enables multisample antialiasing, with four samples per screen pixel. |
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multisampling8X | number | Enables multisample antialiasing, with eight samples per screen pixel. |
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multisampling16X | number | Enables multisample antialiasing, with sixteen samples per screen pixel. |
public SCNBlendMode: Object source
Modes that describe how SceneKit blends source colors rendered using a material with destination colors already in a rendering target, used by the blendMode property.
Properties:
Name | Type | Attribute | Description |
alpha | number | Blend by multiplying source and destination color values by their corresponding alpha values. |
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add | number | Blend by adding the source color to the destination color. |
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subtract | number | Blend by subtracting the source color from the destination color. |
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multiply | number | Blend by multiplying the source color with the background color. |
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screen | number | Blend by multiplying the inverse of the source color with the inverse of the destination color. |
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replace | number | Blend by replacing the destination color with the source color, ignoring alpha. |
public SCNBufferFrequency: Object source
Options for how often SceneKit should execute the binding handler you provide with the handleBinding(ofBufferNamed:frequency:handler:) method.
Properties:
Name | Type | Attribute | Description |
perFrame | number | Execute the binding handler once for each frame to be rendered using the shader. |
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perNode | number | Execute the binding handler once for each frame, for each node to be rendered using the shader. |
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perShadable | number | Execute the binding handler once for each frame, for each node, for each material or geometry to be rendered using the shader. |
public SCNChamferMode: Object source
Options for which edges of an extruded shape are chamfered, used by the chamferMode property.
public SCNCullMode: Object source
The modes SceneKit uses to determine which polygons to render in a surface, used by the cullMode property.
public SCNFilterMode: Object source
Texture filtering modes, used by the the minificationFilter, magnificationFilter, and mipFilter properties.
Properties:
Name | Type | Attribute | Description |
none | number | No texture filtering is applied. |
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nearest | number | Texture filtering returns the color from only one texel, whose location is nearest to the coordinates being sampled. |
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linear | number | Texture filtering sample texels from the neighborhood of the coordinates being sampled and linearly interpolates their colors. |
public SCNGeometryPrimitiveType: Object source
The drawing primitive that connects vertices when rendering a geometry element, used by the primitiveType property to specify how SceneKit interprets the geometry element’s data.
Properties:
Name | Type | Attribute | Description |
triangles | number | The geometry element’s data is a sequence of triangles, with each triangle described by three new vertices. |
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triangleStrip | number | The geometry element’s data is a sequence of triangles, with each triangle described by one new vertex and two vertices from the previous triangle. |
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line | number | The geometry element’s data is a sequence of line segments, with each line segment described by two new vertices. |
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point | number | The geometry element’s data is a sequence of unconnected points. |
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polygon | number |
public SCNHitTestOption: Object source
Properties:
Name | Type | Attribute | Description |
backFaceCulling | string | An option to ignore faces not oriented toward the camera. |
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boundingBoxOnly | string | An option to search for objects by bounding box only. |
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categoryBitMask | string | ||
clipToZRange | string | An option to search for objects only within the depth range of the current point of view. |
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firstFoundOnly | string | An option to return only the first object found. |
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ignoreChildNodes | string | An option to ignore child nodes when searching. |
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ignoreHiddenNodes | string | An option to ignore hidden nodes when searching. |
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rootNode | string | The root of the node hierarchy to be searched. |
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sortResults | string | An option to sort the results of a hit-test. |
public SCNMorpherCalculationMode: Object source
The interpolation formulas for blending between target geometries.
Properties:
Name | Type | Attribute | Description |
normalized | number | Target weights must be in the range between 0.0 and 1.0, and the contribution of the base geometry to the morphed surface is related to the sum of target weights. This is the default mode. |
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additive | number | Target weights may take on any value, and weighted contributions for each target are added to the base geometry, |
public SCNMovabilityHint: Object source
Values that inform SceneKit’s rendering for movement-related effects, used by the movabilityHint property.
public SCNParticleBirthDirection: Object source
Options for the initial direction of each emitted particle, used by the birthDirection property.
Properties:
Name | Type | Attribute | Description |
constant | number | The emitting direction is the same for all particles. |
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surfaceNormal | number | The emitting direction for each particle is along the surface normal vector at the point where the particle is emitted. |
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random | number | SceneKit randomizes the emitting direction for each particle. |
public SCNParticleBirthLocation: Object source
Options for the initial location of each emitted particle, used by the birthLocation property.
Properties:
Name | Type | Attribute | Description |
surface | number | New particles can be created at any location on the surface of the emitter shape. |
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volume | number | New particles can be created at any location within the volume of the emitter shape. |
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vertex | number | New particles can be created at only at the locations of the vertices in the emitter shape. |
public SCNParticleBlendMode: Object source
Options for combining source and destination pixel colors when compositing particles during rendering, used by the blendMode property.
Properties:
Name | Type | Attribute | Description |
additive | number | The source and destination colors are added together. |
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subtract | number | The source color is subtracted from the destination color. |
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multiply | number | The source color is multiplied by the destination color. |
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screen | number | The source color is added to the destination color times the inverted source color. |
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alpha | number | The source and destination colors are blended by multiplying the source alpha value. |
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replace | number | The source color replaces the destination color. |
public SCNParticleEvent: Object source
Significant events in the life spans of simulate particles, used by the handle(_:forProperties:handler:) method.
public SCNParticleImageSequenceAnimationMode: Object source
Options for animating each particle with a sequence of images, used by the imageSequenceAnimationMode property.
public SCNParticleInputMode: Object source
Options for the input value of the property controller’s animation, used by the inputMode property.
Properties:
Name | Type | Attribute | Description |
overLife | number | The controller’s effect on a particle property is a function of the time since the particle’s birth. |
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overDistance | number | The controller’s effect on a particle property is a function of the particle’s distance from the position of a specified node. |
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overOtherProperty | number | The controller’s effect on a particle property is a function of another of the particle’s properties. |
public SCNParticleModifierStage: Object source
Stages of SceneKit’s particle simulation process into which you can insert modifier blocks, used by the addModifier(forProperties:at:modifier:) method.
Properties:
Name | Type | Attribute | Description |
preDynamics | number | The stage before SceneKit simulates the motion of particles. |
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postDynamics | number | The stage after SceneKit simulates the motion of particles. |
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preCollision | number | The stage before SceneKit simulates the results of collisions between particles and scene geometry. |
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postCollision | number | The stage after SceneKit simulates the results of collisions between particles and scene geometry. |
public SCNParticleOrientationMode: Object source
Options for restricting the orientation of particles, used by the orientationMode property.
Properties:
Name | Type | Attribute | Description |
billboardScreenAligned | number | Each particle’s orientation is always fixed with respect to the point of view camera. |
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billboardViewAligned | number | Each particle always faces the point of view camera (but may rotate about an axis parallel to the view direction). |
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free | number | Particle orientations are not restricted; they may rotate freely in all axes. |
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billboardYAligned | number | The y-axis direction of each particle is always fixed with respect to the point of view camera. |
public SCNParticleSortingMode: Object source
Options for the rendering order of particles, used by the sortingMode property.
Properties:
Name | Type | Attribute | Description |
none | number | Particles are not sorted; they may be rendered in any order. |
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projectedDepth | number | Particles farther from the point of view (as measured using projected depth) are rendered before closer particles. |
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distance | number | Particles farther from the point of view (as measured using distance from the camera in scene space) are rendered before closer particles. |
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oldestFirst | number | Particles emitted earlier are rendered before particles emitted more recently. |
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youngestFirst | number | Particles emitted more recently are rendered before particles emitted earlier. |
public SCNPhysicsBodyType: Object source
Constants that determine how a physics body interacts with forces and other bodies, used by the type property and when creating a physics body.
Properties:
Name | Type | Attribute | Description |
static | number | A physics body that is unaffected by forces or collisions and cannot move. |
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dynamic | number | A physics body that can be affected by forces and collisions. |
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kinematic | number | A physics body that is unaffected by forces or collisions but that can cause collisions affecting other bodies when moved. |
public SCNPhysicsFieldScope: Object source
Options for defining the region of space affected by a physics field, used by the scope property.
public SCNReferenceLoadingPolicy: Object source
Options for when to load the reference node’s content, used by the loadingPolicy property.
public SCNRenderingAPI: Object source
Options for choosing the graphics technology for an SCNView object (or other SceneKit renderer) to use for drawing its contents. Used by the renderingAPI property and the preferredRenderingAPI option when initializing an SCNView object.
Properties:
Name | Type | Attribute | Description |
metal | number | Use the Metal framework for SceneKit rendering. |
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openGLES2 | number | Use the OpenGL ES 2.0 API for SceneKit rendering in iOS. |
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openGLLegacy | number | Use the Legacy OpenGL API for SceneKit rendering in macOS. |
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openGLCore32 | number | Use the OpenGL 3.2 Core Profile API for SceneKit rendering in macOS. |
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openGLCore41 | number | Use the OpenGL 4.1 Core Profile API for SceneKit rendering in macOS. |
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webGL | number | Use the OpenGL 4.1 Core Profile API for SceneKit rendering in macOS. |
public SCNSceneSourceStatus: Object source
Constants identifying phases of SceneKit’s scene loading process, used in a SCNSceneSourceStatusHandler block.
Properties:
Name | Type | Attribute | Description |
error | number | An error occurred when SceneKit attempted to load the scene. |
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parsing | number | SceneKit has begun deserializing the source file. |
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validating | number | SceneKit has begun validating the scene file’s format. |
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processing | number | SceneKit has begun generating scene graph objects from the scene file’s contents. |
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complete | number | SceneKit has successfully finished loading the scene file’s contents. |
public SCNShaderModifierEntryPoint: Object source
Properties:
Name | Type | Attribute | Description |
fragment | string | Use this entry point to change the color of a fragment after all other shading has been performed. |
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geometry | string | Use this entry point to deform a geometry’s surface or alter its vertex attributes. |
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lightingModel | string | Use this entry point to provide a custom lighting equation. |
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surface | string | Use this entry point to modify the surface properties of a material before lighting is computed. |
public SCNShadowMode: Object source
Options for SceneKit’s rendering of shadows cast by a light, used by the shadowMode property.
public SCNTransparencyMode: Object source
The modes SceneKit uses to calculate the opacity of pixels rendered with a material, used by the transparencyMode property.
public SCNWrapMode: Object source
Modes to apply to texture wrapping, used by the wrapT and wrapS properties.
Properties:
Name | Type | Attribute | Description |
clamp | number | Texture coordinates are clamped to the range from 0.0 to 1.0, inclusive. |
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repeat | number | Texture sampling uses only the fractional part of texture coordinates, passing through the range from 0.0 to (but not including) 1.0. |
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clampToBorder | number | Texture sampling uses texture colors for coordinates in the range from 0.0 to 1.0 (inclusive) and the material property’s borderColor value otherwise. |
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mirror | number | Texture sampling of texture coordinates outside range from 0.0 to 1.0 should behave as if the range reverses before repeating. |
public SKActionTimingMode: Object source
The modes that an action can use to adjust the apparent timing of the action.
Properties:
Name | Type | Attribute | Description |
linear | number | Specifies linear pacing. Linear pacing causes an animation to occur evenly over its duration. |
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easeIn | number | Specifies ease-in pacing. Ease-in pacing causes the animation to begin slowly and then speed up as it progresses. |
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easeOut | number | Specifies ease-out pacing. Ease-out pacing causes the animation to begin quickly and then slow as it completes. |
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easeInEaseOut | number | Specifies ease-in ease-out pacing. An ease-in ease-out animation begins slowly, accelerates through the middle of its duration, and then slows again before completing. |
public SKBlendMode: Object source
The modes that describe how the source and destination pixel colors are used to calculate the new destination color.
Properties:
Name | Type | Attribute | Description |
alpha | number | The source and destination colors are blended by multiplying the source alpha value. |
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add | number | The source and destination colors are added together. |
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subtract | number | The source color is subtracted from the destination color. |
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multiply | number | The source color is multiplied by the destination color. |
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multiplyX2 | number | The source color is multiplied by the destination color and then doubled. |
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screen | number | The source color is added to the destination color times the inverted source color. |
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replace | number | The source color replaces the destination color. |
public SKLabelVerticalAlignmentMode: Object source
Options for aligning text vertically.
Properties:
Name | Type | Attribute | Description |
baseline | number | Positions the text so that the font’s baseline lies on the node’s origin. |
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center | number | Centers the text vertically on the node’s origin. |
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top | number | Positions the text so that the top of the text is on the node’s origin. |
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bottom | number | Positions the text so that the bottom of the text is on the node’s origin. |
public SKSceneScaleMode: Object source
The modes that determine how the scene’s area is mapped to the view that presents it.
Properties:
Name | Type | Attribute | Description |
fill | number | Each axis of the scene is scaled independently so that each axis in the scene exactly maps to the length of that axis in the view. |
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aspectFill | number | The scaling factor of each dimension is calculated and the larger of the two is chosen. Each axis of the scene is scaled by the same scaling factor. This guarantees that the entire area of the view is filled but may cause parts of the scene to be cropped. |
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aspectFit | number | The scaling factor of each dimension is calculated and the smaller of the two is chosen. Each axis of the scene is scaled by the same scaling factor. This guarantees that the entire scene is visible but may require letterboxing in the view. |
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resizeFill | number | The scene is not scaled to match the view. Instead, the scene is automatically resized so that its dimensions always match those of the view. |
public SKTextureFilteringMode: Object source
Texture filtering modes to use when the texture is drawn in a size other than its native size.
Properties:
Name | Type | Attribute | Description |
nearest | number | Each pixel is drawn using the nearest point in the texture. This mode is faster, but the results are often pixelated. |
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linear | number | Each pixel is drawn by using a linear filter of multiple texels in the texture. This mode produces higher quality results but may be slower. |