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@Matt54
Last active June 27, 2024 09:13
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A floating bubble (morphing transparent sphere) RealityView created from a LowLevelMesh
import RealityKit
import SwiftUI
struct BubbleRealityView: View {
@State private var currentEntity: Entity?
@State private var morphFactor: Float = 0.0
@State private var frameDuration: TimeInterval = 0.0
@State private var lastUpdateTime = CACurrentMediaTime()
static let animationFrameDuration: TimeInterval = 1.0 / 120.0
private let timer = Timer.publish(every: animationFrameDuration, on: .main, in: .common).autoconnect()
var body: some View {
GeometryReader3D { proxy in
RealityView { content in
let size = content.convert(proxy.frame(in: .local), from: .local, to: .scene).extents
let radius = Float(0.5 * size.x)
currentEntity = try! createSphereEntity(morphFactor: 0, radius: radius)
if let entity = currentEntity {
content.add(entity)
}
} update: { content in
let size = content.convert(proxy.frame(in: .local), from: .local, to: .scene).extents
let radius = Float(0.5 * size.x)
if let modelComponent = try? getModelComponent(morphFactor: morphFactor, radius: radius) {
currentEntity?.components.set(modelComponent)
}
}
.onReceive(timer) { _ in
let currentTime = CACurrentMediaTime()
frameDuration = currentTime - lastUpdateTime
lastUpdateTime = currentTime
let morphAmount = Float(frameDuration)
morphFactor = morphFactor + morphAmount*1.125
}
}
}
func createSphereEntity(morphFactor: Float, radius: Float = 0.5) throws -> Entity {
let modelComponent = try getModelComponent(morphFactor: morphFactor, radius: radius)
let entity = Entity()
entity.name = "Sphere"
entity.components.set(modelComponent)
entity.scale *= 0.25
return entity
}
func getModelComponent(morphFactor: Float, radius: Float = 0.5) throws -> ModelComponent {
let lowLevelMesh = try sphereMesh(morphFactor: morphFactor, radius: radius)
let resource = try MeshResource(from: lowLevelMesh)
var material = PhysicallyBasedMaterial()
material.baseColor.tint = .init(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
material.roughness.scale = 0.0
material.faceCulling = .front
material.blending = .transparent(opacity: 0.1)
return ModelComponent(mesh: resource, materials: [material])
}
func sphereMesh(morphFactor: Float, radius: Float = 0.5) throws -> LowLevelMesh {
let latitudeBands = 30
let longitudeBands = 50
let vertexCount = (latitudeBands + 1) * (longitudeBands + 1)
let indexCount = latitudeBands * longitudeBands * 6
var desc = MyVertex.descriptor
desc.vertexCapacity = vertexCount
desc.indexCapacity = indexCount
let mesh = try LowLevelMesh(descriptor: desc)
mesh.withUnsafeMutableBytes(bufferIndex: 0) { rawBytes in
let vertices = rawBytes.bindMemory(to: MyVertex.self)
var vertexIndex = 0
for latNumber in 0...latitudeBands {
let theta = Float(latNumber) * Float.pi / Float(latitudeBands)
let sinTheta = sin(theta)
let cosTheta = cos(theta)
for longNumber in 0...longitudeBands {
let phi = Float(longNumber) * 2 * Float.pi / Float(longitudeBands)
let sinPhi = sin(phi)
let cosPhi = cos(phi)
var x = cosPhi * sinTheta
var y = cosTheta
var z = sinPhi * sinTheta
let scaleFactorX: Float = 1.0 + 0.04 * sin(morphFactor * 1.0)
let scaleFactorY: Float = 1.0 + 0.08 * cos(morphFactor * 1.5)
let scaleFactorZ: Float = 1.0 + 0.12 * sin(morphFactor * 2.0)
x *= scaleFactorX
y *= scaleFactorY
z *= scaleFactorZ
let noiseScale: Float = 0.0375
let noiseValueX = smoothNoise(x: morphFactor + theta, y: phi) * noiseScale
let noiseValueY = smoothNoise(x: morphFactor + phi, y: theta) * noiseScale
let noiseValueZ = smoothNoise(x: morphFactor + theta + phi, y: theta) * noiseScale
x += noiseValueX
y += noiseValueY
z += noiseValueZ
let position = SIMD3<Float>(x, y, z) * radius
let color = 0xFFFFFFFF
vertices[vertexIndex] = MyVertex(position: position, color: UInt32(color))
vertexIndex += 1
}
}
}
mesh.withUnsafeMutableIndices { rawIndices in
let indices = rawIndices.bindMemory(to: UInt32.self)
var index = 0
for latNumber in 0..<latitudeBands {
for longNumber in 0..<longitudeBands {
let first = (latNumber * (longitudeBands + 1)) + longNumber
let second = first + longitudeBands + 1
indices[index] = UInt32(first)
indices[index + 1] = UInt32(second)
indices[index + 2] = UInt32(first + 1)
indices[index + 3] = UInt32(second)
indices[index + 4] = UInt32(second + 1)
indices[index + 5] = UInt32(first + 1)
index += 6
}
}
}
let meshBounds = BoundingBox(min: [-radius, -radius, -radius], max: [radius, radius, radius])
mesh.parts.replaceAll([
LowLevelMesh.Part(
indexCount: indexCount,
topology: .triangle,
bounds: meshBounds
)
])
return mesh
}
func smoothNoise(x: Float, y: Float) -> Float {
return 0.2 * sin(x * 2.0) + 0.2 * cos(y * 2.0)
}
struct MyVertex {
var position: SIMD3<Float> = .zero
var color: UInt32 = .zero
static var vertexAttributes: [LowLevelMesh.Attribute] = [
.init(semantic: .position, format: .float3, offset: MemoryLayout<Self>.offset(of: \.position)!),
.init(semantic: .color, format: .uchar4Normalized_bgra, offset: MemoryLayout<Self>.offset(of: \.color)!)
]
static var vertexLayouts: [LowLevelMesh.Layout] = [
.init(bufferIndex: 0, bufferStride: MemoryLayout<Self>.stride)
]
static var descriptor: LowLevelMesh.Descriptor {
var desc = LowLevelMesh.Descriptor()
desc.vertexAttributes = MyVertex.vertexAttributes
desc.vertexLayouts = MyVertex.vertexLayouts
desc.indexType = .uint32
return desc
}
}
}
#Preview {
BubbleRealityView()
}
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