SceneKit Changes for Swift
SceneKit
Removed SCNActionable.hasActions() -> Bool
Removed SCNAnimatable.animationKeys() -> [AnyObject]?
Removed SCNNode.presentationNode() -> SCNNode
Removed SCNPhysicsCollisionCategory.init(_: UInt)
Removed SCNPhysicsWorld.allBehaviors() -> [AnyObject]!
Removed SCNSceneSource.entryWithIdentifier(_: String, withClass: AnyClass) -> AnyObject?
Added double3.init(_: SCNVector3)
Added double4.init(_: SCNVector4)
Added double4x4.init(_: SCNMatrix4)
Added float3.init(_: SCNVector3)
Added float4.init(_: SCNVector4)
Added float4x4.init(_: SCNMatrix4)
Added SCNActionable.actionKeys
Added SCNActionable.hasActions
Added SCNAudioPlayer
Added SCNAudioPlayer.audioNode
Added SCNAudioSource
Added SCNAudioSource.load()
Added SCNAudioSource.loops
Added SCNAudioSource.rate
Added SCNAudioSource.volume
Added SCNBillboardAxis.All
Added SCNBillboardAxis.init(rawValue: UInt)
Added SCNBillboardAxis.X
Added SCNBillboardAxis.Y
Added SCNBillboardAxis.Z
Added SCNBillboardConstraint
Added SCNBlendMode [enum]
Added SCNBlendMode.Add
Added SCNBlendMode.Alpha
Added SCNBlendMode.Multiply
Added SCNBlendMode.Replace
Added SCNBlendMode.Screen
Added SCNBlendMode.Subtract
Added SCNBufferStream
Added SCNDebugOptions [struct]
Added SCNDebugOptions.init(rawValue: UInt)
Added SCNDebugOptions.None
Added SCNGeometryElement.init<IndexType : IntegerType>(indices: [IndexType], primitiveType: SCNGeometryPrimitiveType)
Added SCNMaterial.blendMode
Added SCNMatrix4.init(_: double4x4)
Added SCNMatrix4.init(_: float4x4)
Added SCNNode.audioPlayers
Added SCNNode.presentationNode
Added SCNPhysicsShape.options
Added SCNProgram.library
Added SCNReferenceNode
Added SCNReferenceNode.load()
Added SCNReferenceNode.loaded
Added SCNRenderingAPI [enum]
Added SCNRenderingAPI.Metal
Added SCNSceneRenderer.device
Added SCNSceneSource.entryWithIdentifier<T>(_: String, withClass: T.Type) -> T?
Added SCNVector3.init(_: float3)
Added SCNVector3.init(_: double3)
Added SCNVector3.init(_: CGFloat, _: CGFloat, _: CGFloat)
Added SCNVector3.init(_: Int, _: Int, _: Int)
Added SCNVector3.init(_: Float, _: Float, _: Float)
Added SCNVector3.init(_: Double, _: Double, _: Double)
Added SCNVector4.init(_: double4)
Added SCNVector4.init(_: float4)
Added SCNVector4.init(_: Int, _: Int, _: Int, _: Int)
Added SCNVector4.init(_: Double, _: Double, _: Double, _: Double)
Added SCNVector4.init(_: Float, _: Float, _: Float, _: Float)
Added SCNVector4.init(_: CGFloat, _: CGFloat, _: CGFloat, _: CGFloat)
Added SCNBufferBindingBlock
Added SCNFloat
Added SCNPreferredDeviceKey
Modified CAAnimation.animationEvents
Declaration | |
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From | var animationEvents: [AnyObject]! |
To | var animationEvents: [SCNAnimationEvent]? |
Modified NSValue.init(SCNMatrix4: SCNMatrix4)
Declaration | |
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From | init!(SCNMatrix4 v: SCNMatrix4) -> NSValue |
To | init(SCNMatrix4 v: SCNMatrix4) |
Modified NSValue.init(SCNVector3: SCNVector3)
Declaration | |
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From | init!(SCNVector3 v: SCNVector3) -> NSValue |
To | init(SCNVector3 v: SCNVector3) |
Modified NSValue.init(SCNVector4: SCNVector4)
Declaration | |
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From | init!(SCNVector4 v: SCNVector4) -> NSValue |
To | init(SCNVector4 v: SCNVector4) |
Modified SCNAction
Declaration | |
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From | class SCNAction : NSObject, NSCopying, NSSecureCoding, NSCoding { var duration: NSTimeInterval var timingMode: SCNActionTimingMode var timingFunction: SCNActionTimingFunction? var speed: CGFloat func reversedAction() -> SCNAction } extension SCNAction { class func moveByX(_ deltaX: CGFloat, y deltaY: CGFloat, z deltaZ: CGFloat, duration duration: NSTimeInterval) -> SCNAction class func moveBy(_ delta: SCNVector3, duration duration: NSTimeInterval) -> SCNAction class func moveTo(_ location: SCNVector3, duration duration: NSTimeInterval) -> SCNAction class func rotateByX(_ xAngle: CGFloat, y yAngle: CGFloat, z zAngle: CGFloat, duration duration: NSTimeInterval) -> SCNAction class func rotateToX(_ xAngle: CGFloat, y yAngle: CGFloat, z zAngle: CGFloat, duration duration: NSTimeInterval) -> SCNAction class func rotateToX(_ xAngle: CGFloat, y yAngle: CGFloat, z zAngle: CGFloat, duration duration: NSTimeInterval, shortestUnitArc shortestUnitArc: Bool) -> SCNAction class func rotateByAngle(_ angle: CGFloat, aroundAxis axis: SCNVector3, duration duration: NSTimeInterval) -> SCNAction class func rotateToAxisAngle(_ axisAngle: SCNVector4, duration duration: NSTimeInterval) -> SCNAction class func scaleBy(_ scale: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func scaleTo(_ scale: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func sequence(_ actions: [AnyObject]) -> SCNAction class func group(_ actions: [AnyObject]) -> SCNAction class func repeatAction(_ action: SCNAction, count count: Int) -> SCNAction class func repeatActionForever(_ action: SCNAction) -> SCNAction class func fadeInWithDuration(_ sec: NSTimeInterval) -> SCNAction class func fadeOutWithDuration(_ sec: NSTimeInterval) -> SCNAction class func fadeOpacityBy(_ factor: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func fadeOpacityTo(_ opacity: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func waitForDuration(_ sec: NSTimeInterval) -> SCNAction class func waitForDuration(_ sec: NSTimeInterval, withRange durationRange: NSTimeInterval) -> SCNAction class func removeFromParentNode() -> SCNAction class func runBlock(_ block: (SCNNode!) -> Void) -> SCNAction class func runBlock(_ block: (SCNNode!) -> Void, queue queue: dispatch_queue_t?) -> SCNAction class func javaScriptActionWithScript(_ script: String, duration seconds: NSTimeInterval) -> SCNAction class func customActionWithDuration(_ seconds: NSTimeInterval, actionBlock block: (SCNNode!, CGFloat) -> Void) -> SCNAction } |
To | class SCNAction : NSObject, NSCopying, NSSecureCoding, NSCoding { var duration: NSTimeInterval var timingMode: SCNActionTimingMode var timingFunction: SCNActionTimingFunction? var speed: CGFloat func reversedAction() -> SCNAction class func moveByX(_ deltaX: CGFloat, y deltaY: CGFloat, z deltaZ: CGFloat, duration duration: NSTimeInterval) -> SCNAction class func moveBy(_ delta: SCNVector3, duration duration: NSTimeInterval) -> SCNAction class func moveTo(_ location: SCNVector3, duration duration: NSTimeInterval) -> SCNAction class func rotateByX(_ xAngle: CGFloat, y yAngle: CGFloat, z zAngle: CGFloat, duration duration: NSTimeInterval) -> SCNAction class func rotateToX(_ xAngle: CGFloat, y yAngle: CGFloat, z zAngle: CGFloat, duration duration: NSTimeInterval) -> SCNAction class func rotateToX(_ xAngle: CGFloat, y yAngle: CGFloat, z zAngle: CGFloat, duration duration: NSTimeInterval, shortestUnitArc shortestUnitArc: Bool) -> SCNAction class func rotateByAngle(_ angle: CGFloat, aroundAxis axis: SCNVector3, duration duration: NSTimeInterval) -> SCNAction class func rotateToAxisAngle(_ axisAngle: SCNVector4, duration duration: NSTimeInterval) -> SCNAction class func scaleBy(_ scale: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func scaleTo(_ scale: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func sequence(_ actions: [SCNAction]) -> SCNAction class func group(_ actions: [SCNAction]) -> SCNAction class func repeatAction(_ action: SCNAction, count count: Int) -> SCNAction class func repeatActionForever(_ action: SCNAction) -> SCNAction class func fadeInWithDuration(_ sec: NSTimeInterval) -> SCNAction class func fadeOutWithDuration(_ sec: NSTimeInterval) -> SCNAction class func fadeOpacityBy(_ factor: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func fadeOpacityTo(_ opacity: CGFloat, duration sec: NSTimeInterval) -> SCNAction class func hide() -> SCNAction class func unhide() -> SCNAction class func waitForDuration(_ sec: NSTimeInterval) -> SCNAction class func waitForDuration(_ sec: NSTimeInterval, withRange durationRange: NSTimeInterval) -> SCNAction class func removeFromParentNode() -> SCNAction class func runBlock(_ block: (SCNNode) -> Void) -> SCNAction class func runBlock(_ block: (SCNNode) -> Void, queue queue: dispatch_queue_t) -> SCNAction class func javaScriptActionWithScript(_ script: String, duration seconds: NSTimeInterval) -> SCNAction class func customActionWithDuration(_ seconds: NSTimeInterval, actionBlock block: (SCNNode, CGFloat) -> Void) -> SCNAction class func playAudioSource(_ source: SCNAudioSource, waitForCompletion wait: Bool) -> SCNAction } |
Declaration | |
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From | class func customActionWithDuration(_ seconds: NSTimeInterval, actionBlock block: (SCNNode!, CGFloat) -> Void) -> SCNAction |
To | class func customActionWithDuration(_ seconds: NSTimeInterval, actionBlock block: (SCNNode, CGFloat) -> Void) -> SCNAction |
Declaration | |
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From | class func group(_ actions: [AnyObject]) -> SCNAction |
To | class func group(_ actions: [SCNAction]) -> SCNAction |
Declaration | |
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From | class func runBlock(_ block: (SCNNode!) -> Void) -> SCNAction |
To | class func runBlock(_ block: (SCNNode) -> Void) -> SCNAction |
Declaration | |
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From | class func runBlock(_ block: (SCNNode!) -> Void, queue queue: dispatch_queue_t?) -> SCNAction |
To | class func runBlock(_ block: (SCNNode) -> Void, queue queue: dispatch_queue_t) -> SCNAction |
Declaration | |
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From | class func sequence(_ actions: [AnyObject]) -> SCNAction |
To | class func sequence(_ actions: [SCNAction]) -> SCNAction |
Modified SCNActionable
Declaration | |
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From | protocol SCNActionable : NSObjectProtocol { func runAction(_ action: SCNAction) func runAction(_ action: SCNAction, completionHandler block: (() -> Void)?) func runAction(_ action: SCNAction, forKey key: String?) func runAction(_ action: SCNAction, forKey key: String?, completionHandler block: (() -> Void)?) func hasActions() -> Bool func actionForKey(_ key: String) -> SCNAction? func removeActionForKey(_ key: String) func removeAllActions() } |
To | protocol SCNActionable : NSObjectProtocol { func runAction(_ action: SCNAction) func runAction(_ action: SCNAction, completionHandler block: (() -> Void)?) func runAction(_ action: SCNAction, forKey key: String?) func runAction(_ action: SCNAction, forKey key: String?, completionHandler block: (() -> Void)?) var hasActions: Bool { get } func actionForKey(_ key: String) -> SCNAction? func removeActionForKey(_ key: String) func removeAllActions() var actionKeys: [String] { get } } |
Modified SCNActionTimingMode [enum]
Raw Value Type | |
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From | -- |
To | Int |
Modified SCNAnimatable
Declaration | |
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From | protocol SCNAnimatable : NSObjectProtocol { func addAnimation(_ animation: CAAnimation, forKey key: String?) func removeAllAnimations() func removeAnimationForKey(_ key: String) func animationKeys() -> [AnyObject]? func animationForKey(_ key: String) -> CAAnimation? func pauseAnimationForKey(_ key: String) func resumeAnimationForKey(_ key: String) func isAnimationForKeyPaused(_ key: String) -> Bool func removeAnimationForKey(_ key: String, fadeOutDuration duration: CGFloat) } |
To | protocol SCNAnimatable : NSObjectProtocol { func addAnimation(_ animation: CAAnimation, forKey key: String?) func removeAllAnimations() func removeAnimationForKey(_ key: String) var animationKeys: [String] { get } func animationForKey(_ key: String) -> CAAnimation? func pauseAnimationForKey(_ key: String) func resumeAnimationForKey(_ key: String) func isAnimationForKeyPaused(_ key: String) -> Bool func removeAnimationForKey(_ key: String, fadeOutDuration duration: CGFloat) } |
Modified SCNAnimationEvent
Declaration | |
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From | class SCNAnimationEvent : NSObject { convenience init(keyTime time: CGFloat, block eventBlock: SCNAnimationEventBlock!) class func animationEventWithKeyTime(_ time: CGFloat, block eventBlock: SCNAnimationEventBlock!) -> Self } |
To | class SCNAnimationEvent : NSObject { convenience init(keyTime time: CGFloat, block eventBlock: SCNAnimationEventBlock) class func animationEventWithKeyTime(_ time: CGFloat, block eventBlock: SCNAnimationEventBlock) -> Self } |
Declaration | |
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From | convenience init(keyTime time: CGFloat, block eventBlock: SCNAnimationEventBlock!) |
To | convenience init(keyTime time: CGFloat, block eventBlock: SCNAnimationEventBlock) |
Modified SCNAntialiasingMode [enum]
Raw Value Type | |
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From | -- |
To | UInt |
Modified SCNCamera
Declaration | |
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From | class SCNCamera : NSObject, SCNAnimatable, NSObjectProtocol, SCNTechniqueSupport, NSCopying, NSSecureCoding, NSCoding { convenience init!() class func camera() -> Self! var name: String? var xFov: Double var yFov: Double var zNear: Double var zFar: Double var automaticallyAdjustsZRange: Bool var usesOrthographicProjection: Bool var orthographicScale: Double func projectionTransform() -> SCNMatrix4 func setProjectionTransform(_ projectionTransform: SCNMatrix4) var focalDistance: CGFloat var focalSize: CGFloat var focalBlurRadius: CGFloat var aperture: CGFloat var categoryBitMask: Int } |
To | class SCNCamera : NSObject, SCNAnimatable, SCNTechniqueSupport, NSCopying, NSSecureCoding, NSCoding { convenience init() class func camera() -> Self var name: String? var xFov: Double var yFov: Double var zNear: Double var zFar: Double var automaticallyAdjustsZRange: Bool var usesOrthographicProjection: Bool var orthographicScale: Double func projectionTransform() -> SCNMatrix4 func setProjectionTransform(_ projectionTransform: SCNMatrix4) var focalDistance: CGFloat var focalSize: CGFloat var focalBlurRadius: CGFloat var aperture: CGFloat var categoryBitMask: Int } |
Modified SCNChamferMode [enum]
Raw Value Type | |
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From | -- |
To | Int |
Modified SCNConstraint
Declaration | |
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From | class SCNConstraint : NSObject, NSCopying, NSSecureCoding, NSCoding, SCNAnimatable, NSObjectProtocol { var influenceFactor: CGFloat } |
To | class SCNConstraint : NSObject, NSCopying, NSSecureCoding, NSCoding, SCNAnimatable { var influenceFactor: CGFloat } |
Modified SCNCullMode [enum]
Raw Value Type | |
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From | -- |
To | Int |
Modified SCNFilterMode [enum]
Raw Value Type | |
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From | -- |
To | Int |
Modified SCNFloor
Declaration | |
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From | class SCNFloor : SCNGeometry { convenience init!() class func floor() -> Self! var reflectivity: CGFloat var reflectionFalloffStart: CGFloat var reflectionFalloffEnd: CGFloat var reflectionResolutionScaleFactor: CGFloat } |
To | class SCNFloor : SCNGeometry { convenience init() class func floor() -> Self var reflectivity: CGFloat var reflectionFalloffStart: CGFloat var reflectionFalloffEnd: CGFloat var reflectionResolutionScaleFactor: CGFloat } |
Modified SCNGeometry
Declaration | |
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From | class SCNGeometry : NSObject, SCNAnimatable, NSObjectProtocol, SCNBoundingVolume, SCNShadable, NSCopying, NSSecureCoding, NSCoding { convenience init!() class func geometry() -> Self! var name: String? var materials: [AnyObject]? var firstMaterial: SCNMaterial? func insertMaterial(_ material: SCNMaterial, atIndex index: Int) func removeMaterialAtIndex(_ index: Int) func replaceMaterialAtIndex(_ index: Int, withMaterial material: SCNMaterial) func materialWithName(_ name: String) -> SCNMaterial? convenience init(sources sources: [AnyObject], elements elements: [AnyObject]?) class func geometryWithSources(_ sources: [AnyObject], elements elements: [AnyObject]?) -> Self func geometrySourcesForSemantic(_ semantic: String) -> [AnyObject]? var geometryElementCount: Int { get } func geometryElementAtIndex(_ elementIndex: Int) -> SCNGeometryElement? var levelsOfDetail: [AnyObject]? var subdivisionLevel: Int var edgeCreasesElement: SCNGeometryElement? var edgeCreasesSource: SCNGeometrySource? } |
To | class SCNGeometry : NSObject, SCNAnimatable, SCNBoundingVolume, SCNShadable, NSCopying, NSSecureCoding, NSCoding { convenience init() class func geometry() -> Self var name: String? var materials: [SCNMaterial] var firstMaterial: SCNMaterial? func insertMaterial(_ material: SCNMaterial, atIndex index: Int) func removeMaterialAtIndex(_ index: Int) func replaceMaterialAtIndex(_ index: Int, withMaterial material: SCNMaterial) func materialWithName(_ name: String) -> SCNMaterial? convenience init(sources sources: [SCNGeometrySource], elements elements: [SCNGeometryElement]) class func geometryWithSources(_ sources: [SCNGeometrySource], elements elements: [SCNGeometryElement]) -> Self var geometrySources: [SCNGeometrySource] { get } func geometrySourcesForSemantic(_ semantic: String) -> [SCNGeometrySource] var geometryElements: [SCNGeometryElement] { get } var geometryElementCount: Int { get } func geometryElementAtIndex(_ elementIndex: Int) -> SCNGeometryElement var levelsOfDetail: [SCNLevelOfDetail]? var subdivisionLevel: Int var edgeCreasesElement: SCNGeometryElement? var edgeCreasesSource: SCNGeometrySource? } |
Declaration | |
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From | func geometryElementAtIndex(_ elementIndex: Int) -> SCNGeometryElement? |
To | func geometryElementAtIndex(_ elementIndex: Int) -> SCNGeometryElement |
Declaration | |
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From | func geometrySourcesForSemantic(_ semantic: String) -> [AnyObject]? |
To | func geometrySourcesForSemantic(_ semantic: String) -> [SCNGeometrySource] |
Declaration | |
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From | convenience init(sources sources: [AnyObject], elements elements: [AnyObject]?) |
To | convenience init(sources sources: [SCNGeometrySource], elements elements: [SCNGeometryElement]) |
Modified SCNGeometry.levelsOfDetail
Declaration | |
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From | var levelsOfDetail: [AnyObject]? |
To | var levelsOfDetail: [SCNLevelOfDetail]? |
Modified SCNGeometry.materials
Declaration | |
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From | var materials: [AnyObject]? |
To | var materials: [SCNMaterial] |
Modified SCNGeometryElement
Declaration | |
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From | class SCNGeometryElement : NSObject, NSSecureCoding, NSCoding { convenience init(data data: NSData, primitiveType primitiveType: SCNGeometryPrimitiveType, primitiveCount primitiveCount: Int, bytesPerIndex bytesPerIndex: Int) class func geometryElementWithData(_ data: NSData, primitiveType primitiveType: SCNGeometryPrimitiveType, primitiveCount primitiveCount: Int, bytesPerIndex bytesPerIndex: Int) -> Self var data: NSData? { get } var primitiveType: SCNGeometryPrimitiveType { get } var primitiveCount: Int { get } var bytesPerIndex: Int { get } } |
To | class SCNGeometryElement : NSObject, NSSecureCoding, NSCoding { convenience init(data data: NSData?, primitiveType primitiveType: SCNGeometryPrimitiveType, primitiveCount primitiveCount: Int, bytesPerIndex bytesPerIndex: Int) class func geometryElementWithData(_ data: NSData?, primitiveType primitiveType: SCNGeometryPrimitiveType, primitiveCount primitiveCount: Int, bytesPerIndex bytesPerIndex: Int) -> Self var data: NSData { get } var primitiveType: SCNGeometryPrimitiveType { get } var primitiveCount: Int { get } var bytesPerIndex: Int { get } } extension SCNGeometryElement { convenience init<IndexType : IntegerType>(indices indices: [IndexType], primitiveType primitiveType: SCNGeometryPrimitiveType) } extension SCNGeometryElement { convenience init<IndexType : IntegerType>(indices indices: [IndexType], primitiveType primitiveType: SCNGeometryPrimitiveType) } |
Modified SCNGeometryElement.data
Declaration | |
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From | var data: NSData? { get } |
To | var data: NSData { get } |
Declaration | |
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From | convenience init(data data: NSData, primitiveType primitiveType: SCNGeometryPrimitiveType, primitiveCount primitiveCount: Int, bytesPerIndex bytesPerIndex: Int) |
To | convenience init(data data: NSData?, primitiveType primitiveType: SCNGeometryPrimitiveType, primitiveCount primitiveCount: Int, bytesPerIndex bytesPerIndex: Int) |
Modified SCNGeometryPrimitiveType [enum]
Raw Value Type | |
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From | -- |
To | Int |
Modified SCNGeometrySource
Declaration | |
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From | class SCNGeometrySource : NSObject, NSSecureCoding, NSCoding { convenience init(data data: NSData, semantic semantic: String, vectorCount vectorCount: Int, floatComponents floatComponents: Bool, componentsPerVector componentsPerVector: Int, bytesPerComponent bytesPerComponent: Int, dataOffset offset: Int, dataStride stride: Int) class func geometrySourceWithData(_ data: NSData, semantic semantic: String, vectorCount vectorCount: Int, floatComponents floatComponents: Bool, componentsPerVector componentsPerVector: Int, bytesPerComponent bytesPerComponent: Int, dataOffset offset: Int, dataStride stride: Int) -> Self convenience init(vertices vertices: UnsafePointer<SCNVector3>, count count: Int) class func geometrySourceWithVertices(_ vertices: UnsafePointer<SCNVector3>, count count: Int) -> Self convenience init(normals normals: UnsafePointer<SCNVector3>, count count: Int) class func geometrySourceWithNormals(_ normals: UnsafePointer<SCNVector3>, count count: Int) -> Self convenience init(textureCoordinates texcoord: UnsafePointer<CGPoint>, count count: Int) class func geometrySourceWithTextureCoordinates(_ texcoord: UnsafePointer<CGPoint>, count count: Int) -> Self var data: NSData? { get } var semantic: String { get } var vectorCount: Int { get } var floatComponents: Bool { get } var componentsPerVector: Int { get } var bytesPerComponent: Int { get } var dataOffset: Int { get } var dataStride: Int { get } } |
To | class SCNGeometrySource : NSObject, NSSecureCoding, NSCoding { convenience init(data data: NSData, semantic semantic: String, vectorCount vectorCount: Int, floatComponents floatComponents: Bool, componentsPerVector componentsPerVector: Int, bytesPerComponent bytesPerComponent: Int, dataOffset offset: Int, dataStride stride: Int) class func geometrySourceWithData(_ data: NSData, semantic semantic: String, vectorCount vectorCount: Int, floatComponents floatComponents: Bool, componentsPerVector componentsPerVector: Int, bytesPerComponent bytesPerComponent: Int, dataOffset offset: Int, dataStride stride: Int) -> Self convenience init(vertices vertices: UnsafePointer<SCNVector3>, count count: Int) class func geometrySourceWithVertices(_ vertices: UnsafePointer<SCNVector3>, count count: Int) -> Self convenience init(normals normals: UnsafePointer<SCNVector3>, count count: Int) class func geometrySourceWithNormals(_ normals: UnsafePointer<SCNVector3>, count count: Int) -> Self convenience init(textureCoordinates texcoord: UnsafePointer<CGPoint>, count count: Int) class func geometrySourceWithTextureCoordinates(_ texcoord: UnsafePointer<CGPoint>, count count: Int) -> Self convenience init(buffer mtlBuffer: MTLBuffer, vertexFormat vertexFormat: MTLVertexFormat, semantic semantic: String, vertexCount vertexCount: Int, dataOffset offset: Int, dataStride stride: Int) class func geometrySourceWithBuffer(_ mtlBuffer: MTLBuffer, vertexFormat vertexFormat: MTLVertexFormat, semantic semantic: String, vertexCount vertexCount: Int, dataOffset offset: Int, dataStride stride: Int) -> Self var data: NSData { get } var semantic: String { get } var vectorCount: Int { get } var floatComponents: Bool { get } var componentsPerVector: Int { get } var bytesPerComponent: Int { get } var dataOffset: Int { get } var dataStride: Int { get } } |
Modified SCNGeometrySource.data
Declaration | |
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From | var data: NSData? { get } |
To | var data: NSData { get } |
Modified SCNIKConstraint
Declaration | |
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From | class SCNIKConstraint : SCNConstraint { class func inverseKinematicsConstraintWithChainRootNode(_ chainRootNode: SCNNode) -> Self var chainRootNode: SCNNode { get } var targetPosition: SCNVector3 func setMaxAllowedRotationAngle(_ angle: CGFloat, forJoint node: SCNNode) func maxAllowedRotationAngleForJoint(_ node: SCNNode) -> CGFloat } |
To | class SCNIKConstraint : SCNConstraint { init(chainRootNode chainRootNode: SCNNode) class func inverseKinematicsConstraintWithChainRootNode(_ chainRootNode: SCNNode) -> Self var chainRootNode: SCNNode { get } var targetPosition: SCNVector3 func setMaxAllowedRotationAngle(_ angle: CGFloat, forJoint node: SCNNode) func maxAllowedRotationAngleForJoint(_ node: SCNNode) -> CGFloat } |
Modified SCNLight
Declaration | |
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From | class SCNLight : NSObject, SCNAnimatable, NSObjectProtocol, SCNTechniqueSupport, NSCopying, NSSecureCoding, NSCoding { convenience init!() class func light() -> Self! var type: String var color: AnyObject var name: String? var castsShadow: Bool var shadowColor: AnyObject var shadowRadius: CGFloat var shadowMapSize: CGSize var shadowSampleCount: Int var shadowMode: SCNShadowMode var shadowBias: CGFloat var orthographicScale: CGFloat var zNear: CGFloat var zFar: CGFloat var attenuationStartDistance: CGFloat var attenuationEndDistance: CGFloat var attenuationFalloffExponent: CGFloat var spotInnerAngle: CGFloat var spotOuterAngle: CGFloat var gobo: SCNMaterialProperty { get } var categoryBitMask: Int } |
To | class SCNLight : NSObject, SCNAnimatable, SCNTechniqueSupport, NSCopying, NSSecureCoding, NSCoding { convenience init() class func light() -> Self var type: String var color: AnyObject var name: String? var castsShadow: Bool var shadowColor: AnyObject var shadowRadius: CGFloat var shadowMapSize: CGSize var shadowSampleCount: Int var shadowMode: SCNShadowMode var shadowBias: CGFloat var orthographicScale: CGFloat var zNear: CGFloat var zFar: CGFloat var attenuationStartDistance: CGFloat var attenuationEndDistance: CGFloat var attenuationFalloffExponent: CGFloat var spotInnerAngle: CGFloat var spotOuterAngle: CGFloat var gobo: SCNMaterialProperty? { get } var categoryBitMask: Int } |
Modified SCNLight.gobo
Declaration | |
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From | var gobo: SCNMaterialProperty { get } |
To | var gobo: SCNMaterialProperty? { get } |
Modified SCNLookAtConstraint
Declaration | |
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From | class SCNLookAtConstraint : SCNConstraint { convenience init(target target: SCNNode) class func lookAtConstraintWithTarget(_ target: SCNNode) -> Self var target: SCNNode? { get } var gimbalLockEnabled: Bool } |
To | class SCNLookAtConstraint : SCNConstraint { convenience init(target target: SCNNode) class func lookAtConstraintWithTarget(_ target: SCNNode) -> Self var target: SCNNode { get } var gimbalLockEnabled: Bool } |
Modified SCNLookAtConstraint.target
Declaration | |
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From | var target: SCNNode? { get } |
To | var target: SCNNode { get } |
Modified SCNMaterial
Declaration | |
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From | class SCNMaterial : NSObject, SCNAnimatable, NSObjectProtocol, SCNShadable, NSCopying, NSSecureCoding, NSCoding { convenience init!() class func material() -> Self! var name: String? var diffuse: SCNMaterialProperty { get } var ambient: SCNMaterialProperty { get } var specular: SCNMaterialProperty { get } var emission: SCNMaterialProperty { get } var transparent: SCNMaterialProperty { get } var reflective: SCNMaterialProperty { get } var multiply: SCNMaterialProperty { get } var normal: SCNMaterialProperty { get } var shininess: CGFloat var transparency: CGFloat var lightingModelName: String var litPerPixel: Bool var doubleSided: Bool var cullMode: SCNCullMode var transparencyMode: SCNTransparencyMode var locksAmbientWithDiffuse: Bool var writesToDepthBuffer: Bool var readsFromDepthBuffer: Bool var fresnelExponent: CGFloat } |
To | class SCNMaterial : NSObject, SCNAnimatable, SCNShadable, NSCopying, NSSecureCoding, NSCoding { convenience init() class func material() -> Self var name: String? var diffuse: SCNMaterialProperty { get } var ambient: SCNMaterialProperty { get } var specular: SCNMaterialProperty { get } var emission: SCNMaterialProperty { get } var transparent: SCNMaterialProperty { get } var reflective: SCNMaterialProperty { get } var multiply: SCNMaterialProperty { get } var normal: SCNMaterialProperty { get } var ambientOcclusion: SCNMaterialProperty { get } var selfIllumination: SCNMaterialProperty { get } var shininess: CGFloat var transparency: CGFloat var lightingModelName: String var litPerPixel: Bool var doubleSided: Bool var cullMode: SCNCullMode var transparencyMode: SCNTransparencyMode var locksAmbientWithDiffuse: Bool var writesToDepthBuffer: Bool var readsFromDepthBuffer: Bool var fresnelExponent: CGFloat var blendMode: SCNBlendMode } |
Modified SCNMaterialProperty
Declaration | |
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From | class SCNMaterialProperty : NSObject, SCNAnimatable, NSObjectProtocol, NSSecureCoding, NSCoding { convenience init(contents contents: AnyObject) class func materialPropertyWithContents(_ contents: AnyObject) -> Self var contents: AnyObject! var intensity: CGFloat var minificationFilter: SCNFilterMode var magnificationFilter: SCNFilterMode var mipFilter: SCNFilterMode var contentsTransform: SCNMatrix4 var wrapS: SCNWrapMode var wrapT: SCNWrapMode var borderColor: AnyObject var mappingChannel: Int var maxAnisotropy: CGFloat } |
To | class SCNMaterialProperty : NSObject, SCNAnimatable, NSSecureCoding, NSCoding { convenience init(contents contents: AnyObject) class func materialPropertyWithContents(_ contents: AnyObject) -> Self var contents: AnyObject? var intensity: CGFloat var minificationFilter: SCNFilterMode var magnificationFilter: SCNFilterMode var mipFilter: SCNFilterMode var contentsTransform: SCNMatrix4 var wrapS: SCNWrapMode var wrapT: SCNWrapMode var borderColor: AnyObject? var mappingChannel: Int var maxAnisotropy: CGFloat } |
Modified SCNMaterialProperty.borderColor
Declaration | |
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From | var borderColor: AnyObject |
To | var borderColor: AnyObject? |
Modified SCNMaterialProperty.contents
Declaration | |
---|---|
From | var contents: AnyObject! |
To | var contents: AnyObject? |
Modified SCNMatrix4 [struct]
Declaration | |
---|---|
From | struct SCNMatrix4 { var m11: Float var m12: Float var m13: Float var m14: Float var m21: Float var m22: Float var m23: Float var m24: Float var m31: Float var m32: Float var m33: Float var m34: Float var m41: Float var m42: Float var m43: Float var m44: Float init() init(m11 m11: Float, m12 m12: Float, m13 m13: Float, m14 m14: Float, m21 m21: Float, m22 m22: Float, m23 m23: Float, m24 m24: Float, m31 m31: Float, m32 m32: Float, m33 m33: Float, m34 m34: Float, m41 m41: Float, m42 m42: Float, m43 m43: Float, m44 m44: Float) } |
To | struct SCNMatrix4 { var m11: Float var m12: Float var m13: Float var m14: Float var m21: Float var m22: Float var m23: Float var m24: Float var m31: Float var m32: Float var m33: Float var m34: Float var m41: Float var m42: Float var m43: Float var m44: Float init() init(m11 m11: Float, m12 m12: Float, m13 m13: Float, m14 m14: Float, m21 m21: Float, m22 m22: Float, m23 m23: Float, m24 m24: Float, m31 m31: Float, m32 m32: Float, m33 m33: Float, m34 m34: Float, m41 m41: Float, m42 m42: Float, m43 m43: Float, m44 m44: Float) } extension SCNMatrix4 { init(_ m: float4x4) init(_ m: double4x4) } extension SCNMatrix4 { init(_ m: float4x4) init(_ m: double4x4) } |
Modified SCNMorpher
Declaration | |
---|---|
From | class SCNMorpher : NSObject, SCNAnimatable, NSObjectProtocol, NSSecureCoding, NSCoding { var targets: [AnyObject]? func setWeight(_ weight: CGFloat, forTargetAtIndex targetIndex: Int) func weightForTargetAtIndex(_ targetIndex: Int) -> CGFloat var calculationMode: SCNMorpherCalculationMode } |
To | class SCNMorpher : NSObject, SCNAnimatable, NSSecureCoding, NSCoding { var targets: [SCNGeometry] func setWeight(_ weight: CGFloat, forTargetAtIndex targetIndex: Int) func weightForTargetAtIndex(_ targetIndex: Int) -> CGFloat var calculationMode: SCNMorpherCalculationMode } |
Modified SCNMorpher.targets
Declaration | |
---|---|
From | var targets: [AnyObject]? |
To | var targets: [SCNGeometry] |
Modified SCNMorpherCalculationMode [enum]
Raw Value Type | |
---|---|
From | -- |
To | Int |
Modified SCNNode
Declaration | |
---|---|
From | class SCNNode : NSObject, NSCopying, NSSecureCoding, NSCoding, SCNAnimatable, NSObjectProtocol, SCNActionable, SCNBoundingVolume { convenience init!() class func node() -> Self! init(geometry geometry: SCNGeometry) -> SCNNode class func nodeWithGeometry(_ geometry: SCNGeometry) -> SCNNode func clone() -> AnyObject func flattenedClone() -> SCNNode var name: String? var light: SCNLight? var camera: SCNCamera? var geometry: SCNGeometry? var skinner: SCNSkinner? var morpher: SCNMorpher? var transform: SCNMatrix4 var position: SCNVector3 var rotation: SCNVector4 var orientation: SCNQuaternion var eulerAngles: SCNVector3 var scale: SCNVector3 var pivot: SCNMatrix4 var worldTransform: SCNMatrix4 { get } var hidden: Bool var opacity: CGFloat var renderingOrder: Int var castsShadow: Bool var parentNode: SCNNode? { get } var childNodes: [AnyObject] { get } func addChildNode(_ child: SCNNode) func insertChildNode(_ child: SCNNode, atIndex index: Int) func removeFromParentNode() func replaceChildNode(_ oldChild: SCNNode, with newChild: SCNNode) func childNodeWithName(_ name: String, recursively recursively: Bool) -> SCNNode? func childNodesPassingTest(_ predicate: (SCNNode!, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [AnyObject] func enumerateChildNodesUsingBlock(_ block: (SCNNode!, UnsafeMutablePointer<ObjCBool>) -> Void) func convertPosition(_ position: SCNVector3, toNode node: SCNNode?) -> SCNVector3 func convertPosition(_ position: SCNVector3, fromNode node: SCNNode?) -> SCNVector3 func convertTransform(_ transform: SCNMatrix4, toNode node: SCNNode?) -> SCNMatrix4 func convertTransform(_ transform: SCNMatrix4, fromNode node: SCNNode?) -> SCNMatrix4 var physicsBody: SCNPhysicsBody? var physicsField: SCNPhysicsField? var constraints: [AnyObject]? var filters: [AnyObject]? func presentationNode() -> SCNNode var paused: Bool unowned(unsafe) var rendererDelegate: SCNNodeRendererDelegate? func hitTestWithSegmentFromPoint(_ pointA: SCNVector3, toPoint pointB: SCNVector3, options options: [NSObject : AnyObject]?) -> [AnyObject]? var categoryBitMask: Int } extension SCNNode { func addParticleSystem(_ system: SCNParticleSystem) func removeAllParticleSystems() func removeParticleSystem(_ system: SCNParticleSystem) var particleSystems: [AnyObject]? { get } } |
To | class SCNNode : NSObject, NSCopying, NSSecureCoding, NSCoding, SCNAnimatable, SCNActionable, SCNBoundingVolume { convenience init() class func node() -> Self init(geometry geometry: SCNGeometry?) class func nodeWithGeometry(_ geometry: SCNGeometry?) -> SCNNode func clone() -> Self func flattenedClone() -> Self var name: String? var light: SCNLight? var camera: SCNCamera? var geometry: SCNGeometry? var skinner: SCNSkinner? var morpher: SCNMorpher? var transform: SCNMatrix4 var position: SCNVector3 var rotation: SCNVector4 var orientation: SCNQuaternion var eulerAngles: SCNVector3 var scale: SCNVector3 var pivot: SCNMatrix4 var worldTransform: SCNMatrix4 { get } var hidden: Bool var opacity: CGFloat var renderingOrder: Int var castsShadow: Bool var parentNode: SCNNode? { get } var childNodes: [SCNNode] { get } func addChildNode(_ child: SCNNode) func insertChildNode(_ child: SCNNode, atIndex index: Int) func removeFromParentNode() func replaceChildNode(_ oldChild: SCNNode, with newChild: SCNNode) func childNodeWithName(_ name: String, recursively recursively: Bool) -> SCNNode? func childNodesPassingTest(_ predicate: (SCNNode, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [SCNNode] func enumerateChildNodesUsingBlock(_ block: (SCNNode, UnsafeMutablePointer<ObjCBool>) -> Void) func convertPosition(_ position: SCNVector3, toNode node: SCNNode?) -> SCNVector3 func convertPosition(_ position: SCNVector3, fromNode node: SCNNode?) -> SCNVector3 func convertTransform(_ transform: SCNMatrix4, toNode node: SCNNode?) -> SCNMatrix4 func convertTransform(_ transform: SCNMatrix4, fromNode node: SCNNode?) -> SCNMatrix4 var physicsBody: SCNPhysicsBody? var physicsField: SCNPhysicsField? var constraints: [SCNConstraint]? var filters: [CIFilter]? var presentationNode: SCNNode { get } var paused: Bool unowned(unsafe) var rendererDelegate: SCNNodeRendererDelegate? func hitTestWithSegmentFromPoint(_ pointA: SCNVector3, toPoint pointB: SCNVector3, options options: [String : AnyObject]?) -> [SCNHitTestResult] var categoryBitMask: Int } extension SCNNode { func addAudioPlayer(_ player: SCNAudioPlayer) func removeAllAudioPlayers() func removeAudioPlayer(_ player: SCNAudioPlayer) var audioPlayers: [SCNAudioPlayer] { get } } extension SCNNode { func addParticleSystem(_ system: SCNParticleSystem) func removeAllParticleSystems() func removeParticleSystem(_ system: SCNParticleSystem) var particleSystems: [SCNParticleSystem]? { get } } |
Modified SCNNode.childNodes
Declaration | |
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From | var childNodes: [AnyObject] { get } |
To | var childNodes: [SCNNode] { get } |
Modified SCNNode.childNodesPassingTest(_: (SCNNode, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [SCNNode]
Declaration | |
---|---|
From | func childNodesPassingTest(_ predicate: (SCNNode!, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [AnyObject] |
To | func childNodesPassingTest(_ predicate: (SCNNode, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [SCNNode] |
Modified SCNNode.clone() -> Self
Declaration | |
---|---|
From | func clone() -> AnyObject |
To | func clone() -> Self |
Modified SCNNode.constraints
Declaration | |
---|---|
From | var constraints: [AnyObject]? |
To | var constraints: [SCNConstraint]? |
Modified SCNNode.enumerateChildNodesUsingBlock(_: (SCNNode, UnsafeMutablePointer<ObjCBool>) -> Void)
Declaration | |
---|---|
From | func enumerateChildNodesUsingBlock(_ block: (SCNNode!, UnsafeMutablePointer<ObjCBool>) -> Void) |
To | func enumerateChildNodesUsingBlock(_ block: (SCNNode, UnsafeMutablePointer<ObjCBool>) -> Void) |
Modified SCNNode.filters
Declaration | |
---|---|
From | var filters: [AnyObject]? |
To | var filters: [CIFilter]? |
Modified SCNNode.flattenedClone() -> Self
Declaration | |
---|---|
From | func flattenedClone() -> SCNNode |
To | func flattenedClone() -> Self |
Declaration | |
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From | func hitTestWithSegmentFromPoint(_ pointA: SCNVector3, toPoint pointB: SCNVector3, options options: [NSObject : AnyObject]?) -> [AnyObject]? |
To | func hitTestWithSegmentFromPoint(_ pointA: SCNVector3, toPoint pointB: SCNVector3, options options: [String : AnyObject]?) -> [SCNHitTestResult] |
Modified SCNNode.init(geometry: SCNGeometry?)
Declaration | |
---|---|
From | init(geometry geometry: SCNGeometry) -> SCNNode |
To | init(geometry geometry: SCNGeometry?) |
Modified SCNNode.particleSystems
Declaration | |
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From | var particleSystems: [AnyObject]? { get } |
To | var particleSystems: [SCNParticleSystem]? { get } |
Modified SCNNodeRendererDelegate
Declaration | |
---|---|
From | protocol SCNNodeRendererDelegate : NSObjectProtocol { optional func renderNode(_ node: SCNNode, renderer renderer: SCNRenderer, arguments arguments: [NSObject : AnyObject]) } |
To | protocol SCNNodeRendererDelegate : NSObjectProtocol { optional func renderNode(_ node: SCNNode, renderer renderer: SCNRenderer, arguments arguments: [String : NSValue]) } |
Modified SCNNodeRendererDelegate.renderNode(_: SCNNode, renderer: SCNRenderer, arguments: [String : NSValue])
Declaration | |
---|---|
From | optional func renderNode(_ node: SCNNode, renderer renderer: SCNRenderer, arguments arguments: [NSObject : AnyObject]) |
To | optional func renderNode(_ node: SCNNode, renderer renderer: SCNRenderer, arguments arguments: [String : NSValue]) |
Modified SCNParticleBirthDirection [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticleBirthLocation [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticleBlendMode [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticleEvent [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticleInputMode [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticleModifierStage [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticleOrientationMode [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticlePropertyController
Declaration | |
---|---|
From | class SCNParticlePropertyController : NSObject, NSSecureCoding, NSCoding, NSCopying { convenience init(animation animation: CAAnimation) class func controllerWithAnimation(_ animation: CAAnimation) -> Self var animation: CAAnimation! var inputMode: SCNParticleInputMode var inputScale: CGFloat var inputBias: CGFloat weak var inputOrigin: SCNNode! var inputProperty: String! } |
To | class SCNParticlePropertyController : NSObject, NSSecureCoding, NSCoding, NSCopying { convenience init(animation animation: CAAnimation) class func controllerWithAnimation(_ animation: CAAnimation) -> Self var animation: CAAnimation var inputMode: SCNParticleInputMode var inputScale: CGFloat var inputBias: CGFloat weak var inputOrigin: SCNNode? var inputProperty: String? } |
Declaration | |
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From | var animation: CAAnimation! |
To | var animation: CAAnimation |
Declaration | |
---|---|
From | weak var inputOrigin: SCNNode! |
To | weak var inputOrigin: SCNNode? |
Declaration | |
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From | var inputProperty: String! |
To | var inputProperty: String? |
Modified SCNParticleSortingMode [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNParticleSystem
Declaration | |
---|---|
From | class SCNParticleSystem : NSObject, NSCopying, NSSecureCoding, NSCoding, SCNAnimatable, NSObjectProtocol { convenience init!() class func particleSystem() -> Self! convenience init!(named name: String, inDirectory directory: String!) class func particleSystemNamed(_ name: String, inDirectory directory: String!) -> Self! var emissionDuration: CGFloat var emissionDurationVariation: CGFloat var idleDuration: CGFloat var idleDurationVariation: CGFloat var loops: Bool var birthRate: CGFloat var birthRateVariation: CGFloat var warmupDuration: CGFloat var emitterShape: SCNGeometry! var birthLocation: SCNParticleBirthLocation var birthDirection: SCNParticleBirthDirection var spreadingAngle: CGFloat var emittingDirection: SCNVector3 var acceleration: SCNVector3 var local: Bool var particleAngle: CGFloat var particleAngleVariation: CGFloat var particleVelocity: CGFloat var particleVelocityVariation: CGFloat var particleAngularVelocity: CGFloat var particleAngularVelocityVariation: CGFloat var particleLifeSpan: CGFloat var particleLifeSpanVariation: CGFloat var systemSpawnedOnDying: SCNParticleSystem! var systemSpawnedOnCollision: SCNParticleSystem! var systemSpawnedOnLiving: SCNParticleSystem! var particleImage: AnyObject! var imageSequenceColumnCount: Int var imageSequenceRowCount: Int var imageSequenceInitialFrame: CGFloat var imageSequenceInitialFrameVariation: CGFloat var imageSequenceFrameRate: CGFloat var imageSequenceFrameRateVariation: CGFloat var imageSequenceAnimationMode: SCNParticleImageSequenceAnimationMode var particleColor: UIColor! var particleColorVariation: SCNVector4 var particleSize: CGFloat var particleSizeVariation: CGFloat var blendMode: SCNParticleBlendMode var blackPassEnabled: Bool var orientationMode: SCNParticleOrientationMode var sortingMode: SCNParticleSortingMode var lightingEnabled: Bool var affectedByGravity: Bool var affectedByPhysicsFields: Bool var particleDiesOnCollision: Bool var colliderNodes: [AnyObject]! var particleMass: CGFloat var particleMassVariation: CGFloat var particleBounce: CGFloat var particleBounceVariation: CGFloat var particleFriction: CGFloat var particleFrictionVariation: CGFloat var particleCharge: CGFloat var particleChargeVariation: CGFloat var dampingFactor: CGFloat var speedFactor: CGFloat var stretchFactor: CGFloat var fresnelExponent: CGFloat var propertyControllers: [NSObject : AnyObject]! func reset() func handleEvent(_ event: SCNParticleEvent, forProperties properties: [AnyObject], withBlock block: SCNParticleEventBlock) func addModifierForProperties(_ properties: [AnyObject], atStage stage: SCNParticleModifierStage, withBlock block: SCNParticleModifierBlock) func removeModifiersOfStage(_ stage: SCNParticleModifierStage) func removeAllModifiers() } |
To | class SCNParticleSystem : NSObject, NSCopying, NSSecureCoding, NSCoding, SCNAnimatable { convenience init() class func particleSystem() -> Self convenience init?(named name: String, inDirectory directory: String?) class func particleSystemNamed(_ name: String, inDirectory directory: String?) -> Self? var emissionDuration: CGFloat var emissionDurationVariation: CGFloat var idleDuration: CGFloat var idleDurationVariation: CGFloat var loops: Bool var birthRate: CGFloat var birthRateVariation: CGFloat var warmupDuration: CGFloat var emitterShape: SCNGeometry? var birthLocation: SCNParticleBirthLocation var birthDirection: SCNParticleBirthDirection var spreadingAngle: CGFloat var emittingDirection: SCNVector3 var acceleration: SCNVector3 var local: Bool var particleAngle: CGFloat var particleAngleVariation: CGFloat var particleVelocity: CGFloat var particleVelocityVariation: CGFloat var particleAngularVelocity: CGFloat var particleAngularVelocityVariation: CGFloat var particleLifeSpan: CGFloat var particleLifeSpanVariation: CGFloat var systemSpawnedOnDying: SCNParticleSystem? var systemSpawnedOnCollision: SCNParticleSystem? var systemSpawnedOnLiving: SCNParticleSystem? var particleImage: AnyObject? var imageSequenceColumnCount: Int var imageSequenceRowCount: Int var imageSequenceInitialFrame: CGFloat var imageSequenceInitialFrameVariation: CGFloat var imageSequenceFrameRate: CGFloat var imageSequenceFrameRateVariation: CGFloat var imageSequenceAnimationMode: SCNParticleImageSequenceAnimationMode var particleColor: UIColor var particleColorVariation: SCNVector4 var particleSize: CGFloat var particleSizeVariation: CGFloat var blendMode: SCNParticleBlendMode var blackPassEnabled: Bool var orientationMode: SCNParticleOrientationMode var sortingMode: SCNParticleSortingMode var lightingEnabled: Bool var affectedByGravity: Bool var affectedByPhysicsFields: Bool var particleDiesOnCollision: Bool var colliderNodes: [SCNNode]? var particleMass: CGFloat var particleMassVariation: CGFloat var particleBounce: CGFloat var particleBounceVariation: CGFloat var particleFriction: CGFloat var particleFrictionVariation: CGFloat var particleCharge: CGFloat var particleChargeVariation: CGFloat var dampingFactor: CGFloat var speedFactor: CGFloat var stretchFactor: CGFloat var fresnelExponent: CGFloat var propertyControllers: [String : SCNParticlePropertyController]? func reset() func handleEvent(_ event: SCNParticleEvent, forProperties properties: [String], withBlock block: SCNParticleEventBlock) func addModifierForProperties(_ properties: [String], atStage stage: SCNParticleModifierStage, withBlock block: SCNParticleModifierBlock) func removeModifiersOfStage(_ stage: SCNParticleModifierStage) func removeAllModifiers() } |
Declaration | |
---|---|
From | func addModifierForProperties(_ properties: [AnyObject], atStage stage: SCNParticleModifierStage, withBlock block: SCNParticleModifierBlock) |
To | func addModifierForProperties(_ properties: [String], atStage stage: SCNParticleModifierStage, withBlock block: SCNParticleModifierBlock) |
Modified SCNParticleSystem.colliderNodes
Declaration | |
---|---|
From | var colliderNodes: [AnyObject]! |
To | var colliderNodes: [SCNNode]? |
Modified SCNParticleSystem.emitterShape
Declaration | |
---|---|
From | var emitterShape: SCNGeometry! |
To | var emitterShape: SCNGeometry? |
Declaration | |
---|---|
From | func handleEvent(_ event: SCNParticleEvent, forProperties properties: [AnyObject], withBlock block: SCNParticleEventBlock) |
To | func handleEvent(_ event: SCNParticleEvent, forProperties properties: [String], withBlock block: SCNParticleEventBlock) |
Declaration | |
---|---|
From | convenience init!(named name: String, inDirectory directory: String!) |
To | convenience init?(named name: String, inDirectory directory: String?) |
Modified SCNParticleSystem.particleColor
Declaration | |
---|---|
From | var particleColor: UIColor! |
To | var particleColor: UIColor |
Modified SCNParticleSystem.particleImage
Declaration | |
---|---|
From | var particleImage: AnyObject! |
To | var particleImage: AnyObject? |
Declaration | |
---|---|
From | var propertyControllers: [NSObject : AnyObject]! |
To | var propertyControllers: [String : SCNParticlePropertyController]? |
Declaration | |
---|---|
From | var systemSpawnedOnCollision: SCNParticleSystem! |
To | var systemSpawnedOnCollision: SCNParticleSystem? |
Declaration | |
---|---|
From | var systemSpawnedOnDying: SCNParticleSystem! |
To | var systemSpawnedOnDying: SCNParticleSystem? |
Declaration | |
---|---|
From | var systemSpawnedOnLiving: SCNParticleSystem! |
To | var systemSpawnedOnLiving: SCNParticleSystem? |
Modified SCNPhysicsBallSocketJoint
Declaration | |
---|---|
From | class SCNPhysicsBallSocketJoint : SCNPhysicsBehavior { convenience init!(bodyA bodyA: SCNPhysicsBody!, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody!, anchorB anchorB: SCNVector3) class func jointWithBodyA(_ bodyA: SCNPhysicsBody!, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody!, anchorB anchorB: SCNVector3) -> Self! convenience init!(body body: SCNPhysicsBody!, anchor anchor: SCNVector3) class func jointWithBody(_ body: SCNPhysicsBody!, anchor anchor: SCNVector3) -> Self! var bodyA: SCNPhysicsBody! { get } var anchorA: SCNVector3 var bodyB: SCNPhysicsBody! { get } var anchorB: SCNVector3 } |
To | class SCNPhysicsBallSocketJoint : SCNPhysicsBehavior { convenience init(bodyA bodyA: SCNPhysicsBody, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, anchorB anchorB: SCNVector3) class func jointWithBodyA(_ bodyA: SCNPhysicsBody, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, anchorB anchorB: SCNVector3) -> Self convenience init(body body: SCNPhysicsBody, anchor anchor: SCNVector3) class func jointWithBody(_ body: SCNPhysicsBody, anchor anchor: SCNVector3) -> Self var bodyA: SCNPhysicsBody { get } var anchorA: SCNVector3 var bodyB: SCNPhysicsBody? { get } var anchorB: SCNVector3 } |
Modified SCNPhysicsBallSocketJoint.bodyA
Declaration | |
---|---|
From | var bodyA: SCNPhysicsBody! { get } |
To | var bodyA: SCNPhysicsBody { get } |
Modified SCNPhysicsBallSocketJoint.bodyB
Declaration | |
---|---|
From | var bodyB: SCNPhysicsBody! { get } |
To | var bodyB: SCNPhysicsBody? { get } |
Declaration | |
---|---|
From | convenience init!(body body: SCNPhysicsBody!, anchor anchor: SCNVector3) |
To | convenience init(body body: SCNPhysicsBody, anchor anchor: SCNVector3) |
Declaration | |
---|---|
From | convenience init!(bodyA bodyA: SCNPhysicsBody!, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody!, anchorB anchorB: SCNVector3) |
To | convenience init(bodyA bodyA: SCNPhysicsBody, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, anchorB anchorB: SCNVector3) |
Modified SCNPhysicsBody
Declaration | |
---|---|
From | class SCNPhysicsBody : NSObject, NSCopying, NSSecureCoding, NSCoding { class func staticBody() -> Self class func dynamicBody() -> Self class func kinematicBody() -> Self convenience init(type type: SCNPhysicsBodyType, shape shape: SCNPhysicsShape?) class func bodyWithType(_ type: SCNPhysicsBodyType, shape shape: SCNPhysicsShape?) -> Self var type: SCNPhysicsBodyType var mass: CGFloat var charge: CGFloat var friction: CGFloat var restitution: CGFloat var rollingFriction: CGFloat var physicsShape: SCNPhysicsShape? var isResting: Bool { get } var allowsResting: Bool var velocity: SCNVector3 var angularVelocity: SCNVector4 var damping: CGFloat var angularDamping: CGFloat var velocityFactor: SCNVector3 var angularVelocityFactor: SCNVector3 var categoryBitMask: Int var collisionBitMask: Int func applyForce(_ direction: SCNVector3, impulse impulse: Bool) func applyForce(_ direction: SCNVector3, atPosition position: SCNVector3, impulse impulse: Bool) func applyTorque(_ torque: SCNVector4, impulse impulse: Bool) func clearAllForces() func resetTransform() } |
To | class SCNPhysicsBody : NSObject, NSCopying, NSSecureCoding, NSCoding { class func staticBody() -> Self class func dynamicBody() -> Self class func kinematicBody() -> Self convenience init(type type: SCNPhysicsBodyType, shape shape: SCNPhysicsShape?) class func bodyWithType(_ type: SCNPhysicsBodyType, shape shape: SCNPhysicsShape?) -> Self var type: SCNPhysicsBodyType var mass: CGFloat var momentOfInertia: SCNVector3 var usesDefaultMomentOfInertia: Bool var charge: CGFloat var friction: CGFloat var restitution: CGFloat var rollingFriction: CGFloat var physicsShape: SCNPhysicsShape? var isResting: Bool { get } var allowsResting: Bool var velocity: SCNVector3 var angularVelocity: SCNVector4 var damping: CGFloat var angularDamping: CGFloat var velocityFactor: SCNVector3 var angularVelocityFactor: SCNVector3 var categoryBitMask: Int var collisionBitMask: Int var contactTestBitMask: Int var affectedByGravity: Bool func applyForce(_ direction: SCNVector3, impulse impulse: Bool) func applyForce(_ direction: SCNVector3, atPosition position: SCNVector3, impulse impulse: Bool) func applyTorque(_ torque: SCNVector4, impulse impulse: Bool) func clearAllForces() func resetTransform() } |
Modified SCNPhysicsBodyType [enum]
Raw Value Type | |
---|---|
From | -- |
To | Int |
Modified SCNPhysicsCollisionCategory [struct]
Declaration | Protocols | |
---|---|---|
From | struct SCNPhysicsCollisionCategory : RawOptionSetType { init(_ rawValue: UInt) init(rawValue rawValue: UInt) static var Default: SCNPhysicsCollisionCategory { get } static var Static: SCNPhysicsCollisionCategory { get } static var All: SCNPhysicsCollisionCategory { get } } | RawOptionSetType |
To | struct SCNPhysicsCollisionCategory : OptionSetType { init(rawValue rawValue: UInt) static var Default: SCNPhysicsCollisionCategory { get } static var Static: SCNPhysicsCollisionCategory { get } static var All: SCNPhysicsCollisionCategory { get } } | OptionSetType |
Modified SCNPhysicsFieldScope [enum]
Raw Value Type | |
---|---|
From | -- |
To | Int |
Modified SCNPhysicsHingeJoint
Declaration | |
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From | class SCNPhysicsHingeJoint : SCNPhysicsBehavior { convenience init(bodyA bodyA: SCNPhysicsBody, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) class func jointWithBodyA(_ bodyA: SCNPhysicsBody, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) -> Self convenience init(body body: SCNPhysicsBody, axis axis: SCNVector3, anchor anchor: SCNVector3) class func jointWithBody(_ body: SCNPhysicsBody, axis axis: SCNVector3, anchor anchor: SCNVector3) -> Self var bodyA: SCNPhysicsBody! { get } var axisA: SCNVector3 var anchorA: SCNVector3 var bodyB: SCNPhysicsBody! { get } var axisB: SCNVector3 var anchorB: SCNVector3 } |
To | class SCNPhysicsHingeJoint : SCNPhysicsBehavior { convenience init(bodyA bodyA: SCNPhysicsBody, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) class func jointWithBodyA(_ bodyA: SCNPhysicsBody, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) -> Self convenience init(body body: SCNPhysicsBody, axis axis: SCNVector3, anchor anchor: SCNVector3) class func jointWithBody(_ body: SCNPhysicsBody, axis axis: SCNVector3, anchor anchor: SCNVector3) -> Self var bodyA: SCNPhysicsBody { get } var axisA: SCNVector3 var anchorA: SCNVector3 var bodyB: SCNPhysicsBody? { get } var axisB: SCNVector3 var anchorB: SCNVector3 } |
Modified SCNPhysicsHingeJoint.bodyA
Declaration | |
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From | var bodyA: SCNPhysicsBody! { get } |
To | var bodyA: SCNPhysicsBody { get } |
Modified SCNPhysicsHingeJoint.bodyB
Declaration | |
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From | var bodyB: SCNPhysicsBody! { get } |
To | var bodyB: SCNPhysicsBody? { get } |
Modified SCNPhysicsShape
Declaration | |
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From | class SCNPhysicsShape : NSObject, NSCopying, NSSecureCoding, NSCoding { convenience init(geometry geometry: SCNGeometry, options options: [NSObject : AnyObject]?) class func shapeWithGeometry(_ geometry: SCNGeometry, options options: [NSObject : AnyObject]?) -> Self convenience init(node node: SCNNode, options options: [NSObject : AnyObject]?) class func shapeWithNode(_ node: SCNNode, options options: [NSObject : AnyObject]?) -> Self convenience init(shapes shapes: [AnyObject], transforms transforms: [AnyObject]) class func shapeWithShapes(_ shapes: [AnyObject], transforms transforms: [AnyObject]) -> Self } |
To | class SCNPhysicsShape : NSObject, NSCopying, NSSecureCoding, NSCoding { convenience init(geometry geometry: SCNGeometry, options options: [String : AnyObject]?) class func shapeWithGeometry(_ geometry: SCNGeometry, options options: [String : AnyObject]?) -> Self convenience init(node node: SCNNode, options options: [String : AnyObject]?) class func shapeWithNode(_ node: SCNNode, options options: [String : AnyObject]?) -> Self convenience init(shapes shapes: [SCNPhysicsShape], transforms transforms: [NSValue]?) class func shapeWithShapes(_ shapes: [SCNPhysicsShape], transforms transforms: [NSValue]?) -> Self var options: [String : AnyObject]? { get } var sourceObject: AnyObject { get } var transforms: [NSValue]? { get } } |
Declaration | |
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From | convenience init(geometry geometry: SCNGeometry, options options: [NSObject : AnyObject]?) |
To | convenience init(geometry geometry: SCNGeometry, options options: [String : AnyObject]?) |
Declaration | |
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From | convenience init(node node: SCNNode, options options: [NSObject : AnyObject]?) |
To | convenience init(node node: SCNNode, options options: [String : AnyObject]?) |
Declaration | |
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From | convenience init(shapes shapes: [AnyObject], transforms transforms: [AnyObject]) |
To | convenience init(shapes shapes: [SCNPhysicsShape], transforms transforms: [NSValue]?) |
Modified SCNPhysicsSliderJoint
Declaration | |
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From | class SCNPhysicsSliderJoint : SCNPhysicsBehavior { convenience init!(bodyA bodyA: SCNPhysicsBody!, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody!, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) class func jointWithBodyA(_ bodyA: SCNPhysicsBody!, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody!, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) -> Self! convenience init!(body body: SCNPhysicsBody!, axis axis: SCNVector3, anchor anchor: SCNVector3) class func jointWithBody(_ body: SCNPhysicsBody!, axis axis: SCNVector3, anchor anchor: SCNVector3) -> Self! var bodyA: SCNPhysicsBody! { get } var axisA: SCNVector3 var anchorA: SCNVector3 var bodyB: SCNPhysicsBody! { get } var axisB: SCNVector3 var anchorB: SCNVector3 var minimumLinearLimit: CGFloat var maximumLinearLimit: CGFloat var minimumAngularLimit: CGFloat var maximumAngularLimit: CGFloat var motorTargetLinearVelocity: CGFloat var motorMaximumForce: CGFloat var motorTargetAngularVelocity: CGFloat var motorMaximumTorque: CGFloat } |
To | class SCNPhysicsSliderJoint : SCNPhysicsBehavior { convenience init(bodyA bodyA: SCNPhysicsBody, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) class func jointWithBodyA(_ bodyA: SCNPhysicsBody, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) -> Self convenience init(body body: SCNPhysicsBody, axis axis: SCNVector3, anchor anchor: SCNVector3) class func jointWithBody(_ body: SCNPhysicsBody, axis axis: SCNVector3, anchor anchor: SCNVector3) -> Self var bodyA: SCNPhysicsBody { get } var axisA: SCNVector3 var anchorA: SCNVector3 var bodyB: SCNPhysicsBody? { get } var axisB: SCNVector3 var anchorB: SCNVector3 var minimumLinearLimit: CGFloat var maximumLinearLimit: CGFloat var minimumAngularLimit: CGFloat var maximumAngularLimit: CGFloat var motorTargetLinearVelocity: CGFloat var motorMaximumForce: CGFloat var motorTargetAngularVelocity: CGFloat var motorMaximumTorque: CGFloat } |
Modified SCNPhysicsSliderJoint.bodyA
Declaration | |
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From | var bodyA: SCNPhysicsBody! { get } |
To | var bodyA: SCNPhysicsBody { get } |
Modified SCNPhysicsSliderJoint.bodyB
Declaration | |
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From | var bodyB: SCNPhysicsBody! { get } |
To | var bodyB: SCNPhysicsBody? { get } |
Declaration | |
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From | convenience init!(body body: SCNPhysicsBody!, axis axis: SCNVector3, anchor anchor: SCNVector3) |
To | convenience init(body body: SCNPhysicsBody, axis axis: SCNVector3, anchor anchor: SCNVector3) |
Declaration | |
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From | convenience init!(bodyA bodyA: SCNPhysicsBody!, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody!, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) |
To | convenience init(bodyA bodyA: SCNPhysicsBody, axisA axisA: SCNVector3, anchorA anchorA: SCNVector3, bodyB bodyB: SCNPhysicsBody, axisB axisB: SCNVector3, anchorB anchorB: SCNVector3) |
Modified SCNPhysicsVehicle
Declaration | |
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From | class SCNPhysicsVehicle : SCNPhysicsBehavior { convenience init(chassisBody chassisBody: SCNPhysicsBody!, wheels wheels: [AnyObject]) class func vehicleWithChassisBody(_ chassisBody: SCNPhysicsBody!, wheels wheels: [AnyObject]) -> Self var speedInKilometersPerHour: CGFloat { get } var wheels: [AnyObject]! { get } var chassisBody: SCNPhysicsBody! { get } func applyEngineForce(_ value: CGFloat, forWheelAtIndex index: Int) func setSteeringAngle(_ value: CGFloat, forWheelAtIndex index: Int) func applyBrakingForce(_ value: CGFloat, forWheelAtIndex index: Int) } |
To | class SCNPhysicsVehicle : SCNPhysicsBehavior { convenience init(chassisBody chassisBody: SCNPhysicsBody, wheels wheels: [SCNPhysicsVehicleWheel]) class func vehicleWithChassisBody(_ chassisBody: SCNPhysicsBody, wheels wheels: [SCNPhysicsVehicleWheel]) -> Self var speedInKilometersPerHour: CGFloat { get } var wheels: [SCNPhysicsVehicleWheel] { get } var chassisBody: SCNPhysicsBody { get } func applyEngineForce(_ value: CGFloat, forWheelAtIndex index: Int) func setSteeringAngle(_ value: CGFloat, forWheelAtIndex index: Int) func applyBrakingForce(_ value: CGFloat, forWheelAtIndex index: Int) } |
Modified SCNPhysicsVehicle.chassisBody
Declaration | |
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From | var chassisBody: SCNPhysicsBody! { get } |
To | var chassisBody: SCNPhysicsBody { get } |
Declaration | |
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From | convenience init(chassisBody chassisBody: SCNPhysicsBody!, wheels wheels: [AnyObject]) |
To | convenience init(chassisBody chassisBody: SCNPhysicsBody, wheels wheels: [SCNPhysicsVehicleWheel]) |
Modified SCNPhysicsVehicle.wheels
Declaration | |
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From | var wheels: [AnyObject]! { get } |
To | var wheels: [SCNPhysicsVehicleWheel] { get } |
Modified SCNPhysicsVehicleWheel
Declaration | |
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From | class SCNPhysicsVehicleWheel : NSObject, NSCopying, NSSecureCoding, NSCoding { convenience init(node node: SCNNode!) class func wheelWithNode(_ node: SCNNode!) -> Self var node: SCNNode! { get } var suspensionStiffness: CGFloat var suspensionCompression: CGFloat var suspensionDamping: CGFloat var maximumSuspensionTravel: CGFloat var frictionSlip: CGFloat var maximumSuspensionForce: CGFloat var connectionPosition: SCNVector3 var steeringAxis: SCNVector3 var axle: SCNVector3 var radius: CGFloat var suspensionRestLength: CGFloat } |
To | class SCNPhysicsVehicleWheel : NSObject, NSCopying, NSSecureCoding, NSCoding { convenience init(node node: SCNNode) class func wheelWithNode(_ node: SCNNode) -> Self var node: SCNNode { get } var suspensionStiffness: CGFloat var suspensionCompression: CGFloat var suspensionDamping: CGFloat var maximumSuspensionTravel: CGFloat var frictionSlip: CGFloat var maximumSuspensionForce: CGFloat var connectionPosition: SCNVector3 var steeringAxis: SCNVector3 var axle: SCNVector3 var radius: CGFloat var suspensionRestLength: CGFloat } |
Declaration | |
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From | convenience init(node node: SCNNode!) |
To | convenience init(node node: SCNNode) |
Modified SCNPhysicsVehicleWheel.node
Declaration | |
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From | var node: SCNNode! { get } |
To | var node: SCNNode { get } |
Modified SCNPhysicsWorld
Declaration | |
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From | class SCNPhysicsWorld : NSObject, NSSecureCoding, NSCoding { var gravity: SCNVector3 var speed: CGFloat var timeStep: NSTimeInterval unowned(unsafe) var contactDelegate: SCNPhysicsContactDelegate! func addBehavior(_ behavior: SCNPhysicsBehavior!) func removeBehavior(_ behavior: SCNPhysicsBehavior!) func removeAllBehaviors() func allBehaviors() -> [AnyObject]! func rayTestWithSegmentFromPoint(_ origin: SCNVector3, toPoint dest: SCNVector3, options options: [NSObject : AnyObject]!) -> [AnyObject]! func contactTestBetweenBody(_ bodyA: SCNPhysicsBody!, andBody bodyB: SCNPhysicsBody!, options options: [NSObject : AnyObject]!) -> [AnyObject]! func contactTestWithBody(_ body: SCNPhysicsBody!, options options: [NSObject : AnyObject]!) -> [AnyObject]! func convexSweepTestWithShape(_ shape: SCNPhysicsShape!, fromTransform from: SCNMatrix4, toTransform to: SCNMatrix4, options options: [NSObject : AnyObject]!) -> [AnyObject]! func updateCollisionPairs() } |
To | class SCNPhysicsWorld : NSObject, NSSecureCoding, NSCoding { var gravity: SCNVector3 var speed: CGFloat var timeStep: NSTimeInterval unowned(unsafe) var contactDelegate: SCNPhysicsContactDelegate? func addBehavior(_ behavior: SCNPhysicsBehavior) func removeBehavior(_ behavior: SCNPhysicsBehavior) func removeAllBehaviors() var allBehaviors: [SCNPhysicsBehavior] { get } func rayTestWithSegmentFromPoint(_ origin: SCNVector3, toPoint dest: SCNVector3, options options: [String : AnyObject]?) -> [SCNHitTestResult] func contactTestBetweenBody(_ bodyA: SCNPhysicsBody, andBody bodyB: SCNPhysicsBody, options options: [String : AnyObject]?) -> [SCNPhysicsContact] func contactTestWithBody(_ body: SCNPhysicsBody, options options: [String : AnyObject]?) -> [SCNPhysicsContact] func convexSweepTestWithShape(_ shape: SCNPhysicsShape, fromTransform from: SCNMatrix4, toTransform to: SCNMatrix4, options options: [String : AnyObject]?) -> [SCNPhysicsContact] func updateCollisionPairs() } |
Declaration | |
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From | func addBehavior(_ behavior: SCNPhysicsBehavior!) |
To | func addBehavior(_ behavior: SCNPhysicsBehavior) |
Modified SCNPhysicsWorld.contactDelegate
Declaration | |
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From | unowned(unsafe) var contactDelegate: SCNPhysicsContactDelegate! |
To | unowned(unsafe) var contactDelegate: SCNPhysicsContactDelegate? |
Declaration | |
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From | func contactTestBetweenBody(_ bodyA: SCNPhysicsBody!, andBody bodyB: SCNPhysicsBody!, options options: [NSObject : AnyObject]!) -> [AnyObject]! |
To | func contactTestBetweenBody(_ bodyA: SCNPhysicsBody, andBody bodyB: SCNPhysicsBody, options options: [String : AnyObject]?) -> [SCNPhysicsContact] |
Declaration | |
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From | func contactTestWithBody(_ body: SCNPhysicsBody!, options options: [NSObject : AnyObject]!) -> [AnyObject]! |
To | func contactTestWithBody(_ body: SCNPhysicsBody, options options: [String : AnyObject]?) -> [SCNPhysicsContact] |
Declaration | |
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From | func convexSweepTestWithShape(_ shape: SCNPhysicsShape!, fromTransform from: SCNMatrix4, toTransform to: SCNMatrix4, options options: [NSObject : AnyObject]!) -> [AnyObject]! |
To | func convexSweepTestWithShape(_ shape: SCNPhysicsShape, fromTransform from: SCNMatrix4, toTransform to: SCNMatrix4, options options: [String : AnyObject]?) -> [SCNPhysicsContact] |
Declaration | |
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From | func rayTestWithSegmentFromPoint(_ origin: SCNVector3, toPoint dest: SCNVector3, options options: [NSObject : AnyObject]!) -> [AnyObject]! |
To | func rayTestWithSegmentFromPoint(_ origin: SCNVector3, toPoint dest: SCNVector3, options options: [String : AnyObject]?) -> [SCNHitTestResult] |
Declaration | |
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From | func removeBehavior(_ behavior: SCNPhysicsBehavior!) |
To | func removeBehavior(_ behavior: SCNPhysicsBehavior) |
Modified SCNProgram
Declaration | |
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From | class SCNProgram : NSObject, NSCopying, NSSecureCoding, NSCoding { convenience init!() class func program() -> Self! var vertexShader: String! var fragmentShader: String! var opaque: Bool func setSemantic(_ semantic: String!, forSymbol symbol: String, options options: [NSObject : AnyObject]!) func semanticForSymbol(_ symbol: String) -> String! unowned(unsafe) var delegate: SCNProgramDelegate? } |
To | class SCNProgram : NSObject, NSCopying, NSSecureCoding, NSCoding { convenience init() class func program() -> Self var vertexShader: String? var fragmentShader: String? var vertexFunctionName: String? var fragmentFunctionName: String? func handleBindingOfBufferNamed(_ name: String, frequency frequency: SCNBufferFrequency, usingBlock block: SCNBufferBindingBlock) var opaque: Bool func setSemantic(_ semantic: String?, forSymbol symbol: String, options options: [String : AnyObject]?) func semanticForSymbol(_ symbol: String) -> String? unowned(unsafe) var delegate: SCNProgramDelegate? var library: MTLLibrary? } |
Modified SCNProgram.fragmentShader
Declaration | |
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From | var fragmentShader: String! |
To | var fragmentShader: String? |
Declaration | |
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From | func semanticForSymbol(_ symbol: String) -> String! |
To | func semanticForSymbol(_ symbol: String) -> String? |
Declaration | |
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From | func setSemantic(_ semantic: String!, forSymbol symbol: String, options options: [NSObject : AnyObject]!) |
To | func setSemantic(_ semantic: String?, forSymbol symbol: String, options options: [String : AnyObject]?) |
Modified SCNProgram.vertexShader
Declaration | |
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From | var vertexShader: String! |
To | var vertexShader: String? |
Modified SCNRenderer
Declaration | |
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From | class SCNRenderer : NSObject, SCNSceneRenderer, NSObjectProtocol, SCNTechniqueSupport { convenience init(context context: UnsafeMutablePointer<Void>, options options: [NSObject : AnyObject]?) class func rendererWithContext(_ context: UnsafeMutablePointer<Void>, options options: [NSObject : AnyObject]?) -> Self var scene: SCNScene? func render() func renderAtTime(_ time: CFTimeInterval) var nextFrameTime: CFTimeInterval { get } } |
To | class SCNRenderer : NSObject, SCNSceneRenderer, SCNTechniqueSupport { convenience init(context context: EAGLContext, options options: [NSObject : AnyObject]?) class func rendererWithContext(_ context: EAGLContext, options options: [NSObject : AnyObject]?) -> Self convenience init(device device: MTLDevice?, options options: [NSObject : AnyObject]?) class func rendererWithDevice(_ device: MTLDevice?, options options: [NSObject : AnyObject]?) -> Self var scene: SCNScene? func renderAtTime(_ time: CFTimeInterval) func renderAtTime(_ time: CFTimeInterval, viewport viewport: CGRect, commandBuffer commandBuffer: MTLCommandBuffer, passDescriptor renderPassDescriptor: MTLRenderPassDescriptor) var nextFrameTime: CFTimeInterval { get } func render() } |
Declaration | |
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From | convenience init(context context: UnsafeMutablePointer<Void>, options options: [NSObject : AnyObject]?) |
To | convenience init(context context: EAGLContext, options options: [NSObject : AnyObject]?) |
Modified SCNRenderer.render()
Deprecation | |
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From | -- |
To | iOS 9.0 |
Modified SCNScene
Declaration | |
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From | class SCNScene : NSObject, NSSecureCoding, NSCoding { convenience init!() class func scene() -> Self! var rootNode: SCNNode { get } var physicsWorld: SCNPhysicsWorld { get } func attributeForKey(_ key: String) -> AnyObject? func setAttribute(_ attribute: AnyObject, forKey key: String) var background: SCNMaterialProperty { get } convenience init?(named name: String) class func sceneNamed(_ name: String) -> Self? convenience init?(named name: String, inDirectory directory: String?, options options: [NSObject : AnyObject]?) class func sceneNamed(_ name: String, inDirectory directory: String?, options options: [NSObject : AnyObject]?) -> Self? convenience init?(URL url: NSURL, options options: [NSObject : AnyObject]?, error error: NSErrorPointer) class func sceneWithURL(_ url: NSURL, options options: [NSObject : AnyObject]?, error error: NSErrorPointer) -> Self? var fogStartDistance: CGFloat var fogEndDistance: CGFloat var fogDensityExponent: CGFloat var fogColor: AnyObject var paused: Bool } extension SCNScene { func addParticleSystem(_ system: SCNParticleSystem, withTransform transform: SCNMatrix4) func removeAllParticleSystems() func removeParticleSystem(_ system: SCNParticleSystem) var particleSystems: [AnyObject]? { get } } |
To | class SCNScene : NSObject, NSSecureCoding, NSCoding { convenience init() class func scene() -> Self var rootNode: SCNNode { get } var physicsWorld: SCNPhysicsWorld { get } func attributeForKey(_ key: String) -> AnyObject? func setAttribute(_ attribute: AnyObject?, forKey key: String) var background: SCNMaterialProperty { get } convenience init?(named name: String) class func sceneNamed(_ name: String) -> Self? convenience init?(named name: String, inDirectory directory: String?, options options: [String : AnyObject]?) class func sceneNamed(_ name: String, inDirectory directory: String?, options options: [String : AnyObject]?) -> Self? convenience init(URL url: NSURL, options options: [String : AnyObject]?) throws class func sceneWithURL(_ url: NSURL, options options: [String : AnyObject]?) throws -> Self var fogStartDistance: CGFloat var fogEndDistance: CGFloat var fogDensityExponent: CGFloat var fogColor: AnyObject var paused: Bool } extension SCNScene { func addParticleSystem(_ system: SCNParticleSystem, withTransform transform: SCNMatrix4) func removeAllParticleSystems() func removeParticleSystem(_ system: SCNParticleSystem) var particleSystems: [SCNParticleSystem]? { get } } |
Declaration | |
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From | convenience init?(named name: String, inDirectory directory: String?, options options: [NSObject : AnyObject]?) |
To | convenience init?(named name: String, inDirectory directory: String?, options options: [String : AnyObject]?) |
Declaration | |
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From | convenience init?(URL url: NSURL, options options: [NSObject : AnyObject]?, error error: NSErrorPointer) |
To | convenience init(URL url: NSURL, options options: [String : AnyObject]?) throws |
Modified SCNScene.particleSystems
Declaration | |
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From | var particleSystems: [AnyObject]? { get } |
To | var particleSystems: [SCNParticleSystem]? { get } |
Declaration | |
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From | func setAttribute(_ attribute: AnyObject, forKey key: String) |
To | func setAttribute(_ attribute: AnyObject?, forKey key: String) |
Modified SCNSceneRenderer
Declaration | |
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From | protocol SCNSceneRenderer : NSObjectProtocol { var scene: SCNScene? { get set } var sceneTime: NSTimeInterval { get set } unowned(unsafe) var delegate: SCNSceneRendererDelegate? { get set } func hitTest(_ thePoint: CGPoint, options options: [NSObject : AnyObject]?) -> [AnyObject]? func isNodeInsideFrustum(_ node: SCNNode, withPointOfView pointOfView: SCNNode?) -> Bool func projectPoint(_ point: SCNVector3) -> SCNVector3 func unprojectPoint(_ point: SCNVector3) -> SCNVector3 var playing: Bool { get set } var loops: Bool { get set } var pointOfView: SCNNode? { get set } var autoenablesDefaultLighting: Bool { get set } var jitteringEnabled: Bool { get set } func prepareObject(_ object: AnyObject, shouldAbortBlock block: (() -> Bool)?) -> Bool func prepareObjects(_ objects: [AnyObject], withCompletionHandler completionHandler: ((Bool) -> Void)?) var showsStatistics: Bool { get set } var overlaySKScene: SKScene! { get set } var context: UnsafeMutablePointer<Void> { get } } |
To | protocol SCNSceneRenderer : NSObjectProtocol { var scene: SCNScene? { get set } func presentScene(_ scene: SCNScene, withTransition transition: SKTransition, incomingPointOfView pointOfView: SCNNode?, completionHandler completionHandler: (() -> Void)?) var sceneTime: NSTimeInterval { get set } unowned(unsafe) var delegate: SCNSceneRendererDelegate? { get set } func hitTest(_ point: CGPoint, options options: [String : AnyObject]?) -> [SCNHitTestResult] func isNodeInsideFrustum(_ node: SCNNode, withPointOfView pointOfView: SCNNode) -> Bool func nodesInsideFrustumWithPointOfView(_ pointOfView: SCNNode) -> [SCNNode] func projectPoint(_ point: SCNVector3) -> SCNVector3 func unprojectPoint(_ point: SCNVector3) -> SCNVector3 var playing: Bool { get set } var loops: Bool { get set } var pointOfView: SCNNode? { get set } var autoenablesDefaultLighting: Bool { get set } var jitteringEnabled: Bool { get set } func prepareObject(_ object: AnyObject, shouldAbortBlock block: (() -> Bool)?) -> Bool func prepareObjects(_ objects: [AnyObject], withCompletionHandler completionHandler: ((Bool) -> Void)?) var showsStatistics: Bool { get set } var debugOptions: SCNDebugOptions { get set } var overlaySKScene: SKScene? { get set } var renderingAPI: SCNRenderingAPI { get } var context: UnsafeMutablePointer<Void> { get } var currentRenderCommandEncoder: MTLRenderCommandEncoder? { get } var device: MTLDevice? { get } var colorPixelFormat: MTLPixelFormat { get } var depthPixelFormat: MTLPixelFormat { get } var stencilPixelFormat: MTLPixelFormat { get } var commandQueue: MTLCommandQueue? { get } var audioEngine: AVAudioEngine { get } var audioEnvironmentNode: AVAudioEnvironmentNode { get } var audioListener: SCNNode? { get set } } |
Declaration | |
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From | func hitTest(_ thePoint: CGPoint, options options: [NSObject : AnyObject]?) -> [AnyObject]? |
To | func hitTest(_ point: CGPoint, options options: [String : AnyObject]?) -> [SCNHitTestResult] |
Declaration | |
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From | func isNodeInsideFrustum(_ node: SCNNode, withPointOfView pointOfView: SCNNode?) -> Bool |
To | func isNodeInsideFrustum(_ node: SCNNode, withPointOfView pointOfView: SCNNode) -> Bool |
Modified SCNSceneRenderer.overlaySKScene
Declaration | |
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From | var overlaySKScene: SKScene! { get set } |
To | var overlaySKScene: SKScene? { get set } |
Modified SCNSceneSource
Declaration | |
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From | class SCNSceneSource : NSObject { convenience init?(URL url: NSURL, options options: [NSObject : AnyObject]?) class func sceneSourceWithURL(_ url: NSURL, options options: [NSObject : AnyObject]?) -> Self? convenience init?(data data: NSData, options options: [NSObject : AnyObject]?) class func sceneSourceWithData(_ data: NSData, options options: [NSObject : AnyObject]?) -> Self? init?(URL url: NSURL, options options: [NSObject : AnyObject]?) init?(data data: NSData, options options: [NSObject : AnyObject]?) var url: NSURL? { get } var data: NSData? { get } func sceneWithOptions(_ options: [NSObject : AnyObject]?, statusHandler statusHandler: SCNSceneSourceStatusHandler?) -> SCNScene? func sceneWithOptions(_ options: [NSObject : AnyObject]?, error error: NSErrorPointer) -> SCNScene? func propertyForKey(_ key: String) -> AnyObject? func entryWithIdentifier(_ uid: String, withClass entryClass: AnyClass) -> AnyObject? func identifiersOfEntriesWithClass(_ entryClass: AnyClass) -> [AnyObject]? func entriesPassingTest(_ predicate: (AnyObject!, String!, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [AnyObject] } |
To | class SCNSceneSource : NSObject { convenience init?(URL url: NSURL, options options: [String : AnyObject]?) class func sceneSourceWithURL(_ url: NSURL, options options: [String : AnyObject]?) -> Self? convenience init?(data data: NSData, options options: [String : AnyObject]?) class func sceneSourceWithData(_ data: NSData, options options: [String : AnyObject]?) -> Self? init?(URL url: NSURL, options options: [String : AnyObject]?) init?(data data: NSData, options options: [String : AnyObject]?) var url: NSURL? { get } var data: NSData? { get } func sceneWithOptions(_ options: [String : AnyObject]?, statusHandler statusHandler: SCNSceneSourceStatusHandler?) -> SCNScene? func sceneWithOptions(_ options: [String : AnyObject]?) throws -> SCNScene func propertyForKey(_ key: String) -> AnyObject? func __entryWithIdentifier(_ uid: String, withClass entryClass: AnyClass) -> AnyObject? func identifiersOfEntriesWithClass(_ entryClass: AnyClass) -> [String] func entriesPassingTest(_ predicate: (AnyObject, String, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [AnyObject] } extension SCNSceneSource { @warn_unused_result func entryWithIdentifier<T>(_ uid: String, withClass entryClass: T.Type) -> T? } extension SCNSceneSource { @warn_unused_result func entryWithIdentifier<T>(_ uid: String, withClass entryClass: T.Type) -> T? } |
Declaration | |
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From | func entriesPassingTest(_ predicate: (AnyObject!, String!, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [AnyObject] |
To | func entriesPassingTest(_ predicate: (AnyObject, String, UnsafeMutablePointer<ObjCBool>) -> Bool) -> [AnyObject] |
Declaration | |
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From | func identifiersOfEntriesWithClass(_ entryClass: AnyClass) -> [AnyObject]? |
To | func identifiersOfEntriesWithClass(_ entryClass: AnyClass) -> [String] |
Declaration | |
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From | init?(data data: NSData, options options: [NSObject : AnyObject]?) |
To | init?(data data: NSData, options options: [String : AnyObject]?) |
Declaration | |
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From | init?(URL url: NSURL, options options: [NSObject : AnyObject]?) |
To | init?(URL url: NSURL, options options: [String : AnyObject]?) |
Declaration | |
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From | func sceneWithOptions(_ options: [NSObject : AnyObject]?, error error: NSErrorPointer) -> SCNScene? |
To | func sceneWithOptions(_ options: [String : AnyObject]?) throws -> SCNScene |
Declaration | |
---|---|
From | func sceneWithOptions(_ options: [NSObject : AnyObject]?, statusHandler statusHandler: SCNSceneSourceStatusHandler?) -> SCNScene? |
To | func sceneWithOptions(_ options: [String : AnyObject]?, statusHandler statusHandler: SCNSceneSourceStatusHandler?) -> SCNScene? |
Modified SCNSceneSourceStatus [enum]
Raw Value Type | |
---|---|
From | -- |
To | Int |
Modified SCNShadable
Declaration | |
---|---|
From | protocol SCNShadable : NSObjectProtocol { optional var shaderModifiers: [NSObject : AnyObject]? { get set } optional var program: SCNProgram! { get set } optional func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock) optional func handleUnbindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock) } |
To | protocol SCNShadable : NSObjectProtocol { optional var program: SCNProgram? { get set } optional func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock?) optional func handleUnbindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock?) optional var shaderModifiers: [String : String]? { get set } } |
Declaration | |
---|---|
From | optional func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock) |
To | optional func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock?) |
Declaration | |
---|---|
From | optional func handleUnbindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock) |
To | optional func handleUnbindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock?) |
Modified SCNShadable.program
Declaration | |
---|---|
From | optional var program: SCNProgram! { get set } |
To | optional var program: SCNProgram? { get set } |
Modified SCNShadable.shaderModifiers
Declaration | |
---|---|
From | optional var shaderModifiers: [NSObject : AnyObject]? { get set } |
To | optional var shaderModifiers: [String : String]? { get set } |
Modified SCNShadowMode [enum]
Introduction | Raw Value Type | |
---|---|---|
From | iOS 8.1 | -- |
To | iOS 8.0 | Int |
Modified SCNShape
Declaration | |
---|---|
From | class SCNShape : SCNGeometry { convenience init(path path: UIBezierPath, extrusionDepth extrusionDepth: CGFloat) class func shapeWithPath(_ path: UIBezierPath, extrusionDepth extrusionDepth: CGFloat) -> Self @NSCopying var path: UIBezierPath! var extrusionDepth: CGFloat var chamferMode: SCNChamferMode var chamferRadius: CGFloat @NSCopying var chamferProfile: UIBezierPath! } |
To | class SCNShape : SCNGeometry { convenience init(path path: UIBezierPath?, extrusionDepth extrusionDepth: CGFloat) class func shapeWithPath(_ path: UIBezierPath?, extrusionDepth extrusionDepth: CGFloat) -> Self @NSCopying var path: UIBezierPath? var extrusionDepth: CGFloat var chamferMode: SCNChamferMode var chamferRadius: CGFloat @NSCopying var chamferProfile: UIBezierPath? } |
Modified SCNShape.chamferProfile
Declaration | |
---|---|
From | @NSCopying var chamferProfile: UIBezierPath! |
To | @NSCopying var chamferProfile: UIBezierPath? |
Declaration | |
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From | convenience init(path path: UIBezierPath, extrusionDepth extrusionDepth: CGFloat) |
To | convenience init(path path: UIBezierPath?, extrusionDepth extrusionDepth: CGFloat) |
Modified SCNShape.path
Declaration | |
---|---|
From | @NSCopying var path: UIBezierPath! |
To | @NSCopying var path: UIBezierPath? |
Modified SCNSkinner
Declaration | |
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From | class SCNSkinner : NSObject, NSSecureCoding, NSCoding { var skeleton: SCNNode! convenience init!(baseGeometry baseGeometry: SCNGeometry!, bones bones: [AnyObject]!, boneInverseBindTransforms boneInverseBindTransforms: [AnyObject]!, boneWeights boneWeights: SCNGeometrySource!, boneIndices boneIndices: SCNGeometrySource!) class func skinnerWithBaseGeometry(_ baseGeometry: SCNGeometry!, bones bones: [AnyObject]!, boneInverseBindTransforms boneInverseBindTransforms: [AnyObject]!, boneWeights boneWeights: SCNGeometrySource!, boneIndices boneIndices: SCNGeometrySource!) -> Self! var baseGeometry: SCNGeometry! var baseGeometryBindTransform: SCNMatrix4 var boneInverseBindTransforms: [AnyObject]! { get } var bones: [AnyObject]! { get } var boneWeights: SCNGeometrySource! { get } var boneIndices: SCNGeometrySource! { get } } |
To | class SCNSkinner : NSObject, NSSecureCoding, NSCoding { var skeleton: SCNNode? convenience init(baseGeometry baseGeometry: SCNGeometry?, bones bones: [SCNNode], boneInverseBindTransforms boneInverseBindTransforms: [NSValue]?, boneWeights boneWeights: SCNGeometrySource, boneIndices boneIndices: SCNGeometrySource) class func skinnerWithBaseGeometry(_ baseGeometry: SCNGeometry?, bones bones: [SCNNode], boneInverseBindTransforms boneInverseBindTransforms: [NSValue]?, boneWeights boneWeights: SCNGeometrySource, boneIndices boneIndices: SCNGeometrySource) -> Self var baseGeometry: SCNGeometry? var baseGeometryBindTransform: SCNMatrix4 var boneInverseBindTransforms: [NSValue]? { get } var bones: [SCNNode] { get } var boneWeights: SCNGeometrySource { get } var boneIndices: SCNGeometrySource { get } } |
Modified SCNSkinner.baseGeometry
Declaration | |
---|---|
From | var baseGeometry: SCNGeometry! |
To | var baseGeometry: SCNGeometry? |
Modified SCNSkinner.boneIndices
Declaration | |
---|---|
From | var boneIndices: SCNGeometrySource! { get } |
To | var boneIndices: SCNGeometrySource { get } |
Modified SCNSkinner.boneInverseBindTransforms
Declaration | |
---|---|
From | var boneInverseBindTransforms: [AnyObject]! { get } |
To | var boneInverseBindTransforms: [NSValue]? { get } |
Modified SCNSkinner.bones
Declaration | |
---|---|
From | var bones: [AnyObject]! { get } |
To | var bones: [SCNNode] { get } |
Modified SCNSkinner.boneWeights
Declaration | |
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From | var boneWeights: SCNGeometrySource! { get } |
To | var boneWeights: SCNGeometrySource { get } |
Declaration | |
---|---|
From | convenience init!(baseGeometry baseGeometry: SCNGeometry!, bones bones: [AnyObject]!, boneInverseBindTransforms boneInverseBindTransforms: [AnyObject]!, boneWeights boneWeights: SCNGeometrySource!, boneIndices boneIndices: SCNGeometrySource!) |
To | convenience init(baseGeometry baseGeometry: SCNGeometry?, bones bones: [SCNNode], boneInverseBindTransforms boneInverseBindTransforms: [NSValue]?, boneWeights boneWeights: SCNGeometrySource, boneIndices boneIndices: SCNGeometrySource) |
Modified SCNSkinner.skeleton
Declaration | |
---|---|
From | var skeleton: SCNNode! |
To | var skeleton: SCNNode? |
Modified SCNTechnique
Declaration | |
---|---|
From | class SCNTechnique : NSObject, SCNAnimatable, NSObjectProtocol, NSCopying, NSSecureCoding, NSCoding { init?(dictionary dictionary: [NSObject : AnyObject]) -> SCNTechnique class func techniqueWithDictionary(_ dictionary: [NSObject : AnyObject]) -> SCNTechnique? init?(bySequencingTechniques techniques: [AnyObject]) -> SCNTechnique class func techniqueBySequencingTechniques(_ techniques: [AnyObject]) -> SCNTechnique? func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock) var dictionaryRepresentation: [NSObject : AnyObject] { get } } |
To | class SCNTechnique : NSObject, SCNAnimatable, NSCopying, NSSecureCoding, NSCoding { init?(dictionary dictionary: [String : AnyObject]) class func techniqueWithDictionary(_ dictionary: [String : AnyObject]) -> SCNTechnique? init?(bySequencingTechniques techniques: [SCNTechnique]) class func techniqueBySequencingTechniques(_ techniques: [SCNTechnique]) -> SCNTechnique? func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock?) var dictionaryRepresentation: [String : AnyObject] { get } subscript (_ key: AnyObject) -> AnyObject? { get } func objectForKeyedSubscript(_ key: AnyObject) -> AnyObject? func setObject(_ obj: AnyObject?, forKeyedSubscript key: NSCopying) } |
Declaration | |
---|---|
From | var dictionaryRepresentation: [NSObject : AnyObject] { get } |
To | var dictionaryRepresentation: [String : AnyObject] { get } |
Declaration | |
---|---|
From | func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock) |
To | func handleBindingOfSymbol(_ symbol: String, usingBlock block: SCNBindingBlock?) |
Declaration | |
---|---|
From | init?(bySequencingTechniques techniques: [AnyObject]) -> SCNTechnique |
To | init?(bySequencingTechniques techniques: [SCNTechnique]) |
Declaration | |
---|---|
From | init?(dictionary dictionary: [NSObject : AnyObject]) -> SCNTechnique |
To | init?(dictionary dictionary: [String : AnyObject]) |
Modified SCNText
Declaration | |
---|---|
From | class SCNText : SCNGeometry { convenience init(string string: AnyObject, extrusionDepth extrusionDepth: CGFloat) class func textWithString(_ string: AnyObject, extrusionDepth extrusionDepth: CGFloat) -> Self var extrusionDepth: CGFloat @NSCopying var string: AnyObject! var font: UIFont! var wrapped: Bool var containerFrame: CGRect var truncationMode: String! var alignmentMode: String! var chamferRadius: CGFloat @NSCopying var chamferProfile: UIBezierPath! var flatness: CGFloat } |
To | class SCNText : SCNGeometry { convenience init(string string: AnyObject?, extrusionDepth extrusionDepth: CGFloat) class func textWithString(_ string: AnyObject?, extrusionDepth extrusionDepth: CGFloat) -> Self var extrusionDepth: CGFloat @NSCopying var string: AnyObject? var font: UIFont! var wrapped: Bool var containerFrame: CGRect var truncationMode: String var alignmentMode: String var chamferRadius: CGFloat @NSCopying var chamferProfile: UIBezierPath? var flatness: CGFloat } |
Modified SCNText.alignmentMode
Declaration | |
---|---|
From | var alignmentMode: String! |
To | var alignmentMode: String |
Modified SCNText.chamferProfile
Declaration | |
---|---|
From | @NSCopying var chamferProfile: UIBezierPath! |
To | @NSCopying var chamferProfile: UIBezierPath? |
Declaration | |
---|---|
From | convenience init(string string: AnyObject, extrusionDepth extrusionDepth: CGFloat) |
To | convenience init(string string: AnyObject?, extrusionDepth extrusionDepth: CGFloat) |
Modified SCNText.string
Declaration | |
---|---|
From | @NSCopying var string: AnyObject! |
To | @NSCopying var string: AnyObject? |
Modified SCNText.truncationMode
Declaration | |
---|---|
From | var truncationMode: String! |
To | var truncationMode: String |
Modified SCNTransformConstraint
Declaration | |
---|---|
From | class SCNTransformConstraint : SCNConstraint { convenience init(inWorldSpace world: Bool, withBlock block: (SCNNode!, SCNMatrix4) -> SCNMatrix4) class func transformConstraintInWorldSpace(_ world: Bool, withBlock block: (SCNNode!, SCNMatrix4) -> SCNMatrix4) -> Self } |
To | class SCNTransformConstraint : SCNConstraint { convenience init(inWorldSpace world: Bool, withBlock block: (SCNNode, SCNMatrix4) -> SCNMatrix4) class func transformConstraintInWorldSpace(_ world: Bool, withBlock block: (SCNNode, SCNMatrix4) -> SCNMatrix4) -> Self } |
Modified SCNTransformConstraint.init(inWorldSpace: Bool, withBlock: (SCNNode, SCNMatrix4) -> SCNMatrix4)
Declaration | |
---|---|
From | convenience init(inWorldSpace world: Bool, withBlock block: (SCNNode!, SCNMatrix4) -> SCNMatrix4) |
To | convenience init(inWorldSpace world: Bool, withBlock block: (SCNNode, SCNMatrix4) -> SCNMatrix4) |
Modified SCNTransparencyMode [enum]
Raw Value Type | |
---|---|
From | -- |
To | Int |
Modified SCNVector3 [struct]
Declaration | |
---|---|
From | struct SCNVector3 { var x: Float var y: Float var z: Float init() init(x x: Float, y y: Float, z z: Float) } |
To | struct SCNVector3 { var x: Float var y: Float var z: Float init() init(x x: Float, y y: Float, z z: Float) } extension SCNVector3 { init(_ x: Float, _ y: Float, _ z: Float) init(_ x: CGFloat, _ y: CGFloat, _ z: CGFloat) init(_ x: Double, _ y: Double, _ z: Double) init(_ x: Int, _ y: Int, _ z: Int) init(_ v: float3) init(_ v: double3) } extension SCNVector3 { init(_ x: Float, _ y: Float, _ z: Float) init(_ x: CGFloat, _ y: CGFloat, _ z: CGFloat) init(_ x: Double, _ y: Double, _ z: Double) init(_ x: Int, _ y: Int, _ z: Int) init(_ v: float3) init(_ v: double3) } |
Modified SCNVector4 [struct]
Declaration | |
---|---|
From | struct SCNVector4 { var x: Float var y: Float var z: Float var w: Float init() init(x x: Float, y y: Float, z z: Float, w w: Float) } |
To | struct SCNVector4 { var x: Float var y: Float var z: Float var w: Float init() init(x x: Float, y y: Float, z z: Float, w w: Float) } extension SCNVector4 { init(_ x: Float, _ y: Float, _ z: Float, _ w: Float) init(_ x: CGFloat, _ y: CGFloat, _ z: CGFloat, _ w: CGFloat) init(_ x: Double, _ y: Double, _ z: Double, _ w: Double) init(_ x: Int, _ y: Int, _ z: Int, _ w: Int) init(_ v: float4) init(_ v: double4) } extension SCNVector4 { init(_ x: Float, _ y: Float, _ z: Float, _ w: Float) init(_ x: CGFloat, _ y: CGFloat, _ z: CGFloat, _ w: CGFloat) init(_ x: Double, _ y: Double, _ z: Double, _ w: Double) init(_ x: Int, _ y: Int, _ z: Int, _ w: Int) init(_ v: float4) init(_ v: double4) } |
Modified SCNView
Declaration | |
---|---|
From | class SCNView : UIView, SCNSceneRenderer, NSObjectProtocol, SCNTechniqueSupport { init(frame frame: CGRect, options options: [NSObject : AnyObject]?) var scene: SCNScene? var allowsCameraControl: Bool func snapshot() -> UIImage? @IBAction func play(_ sender: AnyObject?) @IBAction func pause(_ sender: AnyObject?) @IBAction func stop(_ sender: AnyObject?) var eaglContext: EAGLContext var preferredFramesPerSecond: Int var antialiasingMode: SCNAntialiasingMode } |
To | class SCNView : UIView, SCNSceneRenderer, SCNTechniqueSupport { init(frame frame: CGRect, options options: [String : AnyObject]?) var scene: SCNScene? var allowsCameraControl: Bool func snapshot() -> UIImage @IBAction func play(_ sender: AnyObject?) @IBAction func pause(_ sender: AnyObject?) @IBAction func stop(_ sender: AnyObject?) var preferredFramesPerSecond: Int var eaglContext: EAGLContext? var antialiasingMode: SCNAntialiasingMode } |
Modified SCNView.eaglContext
Declaration | |
---|---|
From | var eaglContext: EAGLContext |
To | var eaglContext: EAGLContext? |
Declaration | |
---|---|
From | init(frame frame: CGRect, options options: [NSObject : AnyObject]?) |
To | init(frame frame: CGRect, options options: [String : AnyObject]?) |
Modified SCNView.snapshot() -> UIImage
Declaration | |
---|---|
From | func snapshot() -> UIImage? |
To | func snapshot() -> UIImage |
Modified SCNWrapMode [enum]
Raw Value Type | |
---|---|
From | -- |
To | Int |
Modified SCNAnimationEventBlock
Declaration | |
---|---|
From | typealias SCNAnimationEventBlock = (CAAnimation!, AnyObject!, Bool) -> Void |
To | typealias SCNAnimationEventBlock = (CAAnimation, AnyObject, Bool) -> Void |
Modified SCNBindingBlock
Declaration | |
---|---|
From | typealias SCNBindingBlock = (UInt32, UInt32, SCNNode!, SCNRenderer!) -> Void |
To | typealias SCNBindingBlock = (UInt32, UInt32, SCNNode, SCNRenderer) -> Void |
Declaration | |
---|---|
From | func SCNExportJavaScriptModule(_ context: JSContext!) |
To | func SCNExportJavaScriptModule(_ context: JSContext) |
Modified SCNSceneExportProgressHandler
Declaration | |
---|---|
From | typealias SCNSceneExportProgressHandler = (Float, NSError!, UnsafeMutablePointer<ObjCBool>) -> Void |
To | typealias SCNSceneExportProgressHandler = (Float, NSError?, UnsafeMutablePointer<ObjCBool>) -> Void |
Modified SCNSceneSourceStatusHandler
Declaration | |
---|---|
From | typealias SCNSceneSourceStatusHandler = (Float, SCNSceneSourceStatus, NSError!, UnsafeMutablePointer<ObjCBool>) -> Void |
To | typealias SCNSceneSourceStatusHandler = (Float, SCNSceneSourceStatus, NSError?, UnsafeMutablePointer<ObjCBool>) -> Void |