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RealityView of light beam synth with touch gesture interactions
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import AVFoundation | |
import SwiftUI | |
import RealityKit | |
#Preview { LightBeamSynthView() } | |
struct LightBeamSynthView: View { | |
@Environment(\.physicalMetrics) var physicalMetrics | |
@State var outerCylinderEntity: Entity? | |
@State var innerCylinderEntity: Entity? | |
@State var touchEntity: Entity? | |
@State var pointLightComponent: PointLightComponent? | |
@State var timer: Timer? | |
@State var time: Double = 0.0 | |
@State var rotationAngles: SIMD3<Float> = [0, 0, 0] | |
@State var lastRotationUpdateTime = CACurrentMediaTime() | |
@State var innerCylinderEntities: [Entity] = [] | |
@State var meshes: [LowLevelMesh] = [] | |
@State var currentPositionsArray: [[SIMD3<Float>]] = [] | |
@State var targetPositionsArray: [[SIMD3<Float>]] = [] | |
@State var innerCylinderRadius: Float? | |
@State var beamHeight: Float? | |
@State var wiggleAnimationProgress: Float = 0 | |
@State var isGestureActive: Bool = false | |
let maxOpacity: Float = 1.0 | |
let minOpacity: Float = 0.5 | |
let numberOfInnerCylinders = 4 | |
let radialSegments = 16 | |
let heightSegments = 50 | |
let animationStepAmount: Float = 0.25 | |
let device: MTLDevice | |
let commandQueue: MTLCommandQueue | |
let computePipeline: MTLComputePipelineState | |
let signalGenerator = SignalGenerator() | |
init() { | |
self.device = MTLCreateSystemDefaultDevice()! | |
self.commandQueue = device.makeCommandQueue()! | |
let library = device.makeDefaultLibrary()! | |
let updateFunction = library.makeFunction(name: "updateCylinderWiggle")! | |
self.computePipeline = try! device.makeComputePipelineState(function: updateFunction) | |
} | |
var body: some View { | |
GeometryReader3D { proxy in | |
RealityView { content in | |
let size = content.convert(proxy.frame(in: .local), from: .local, to: .scene).extents | |
print("size.y: \(size.y)") | |
let boxSize = size.y * 0.1 | |
let cylinderSize = size.y-boxSize*2 | |
let capRadius = cylinderSize * 0.05 | |
let outerCylinderRadius = capRadius * 0.75 | |
let innerCylinderRadius = outerCylinderRadius * 0.25 | |
let touchEntityRadius = outerCylinderRadius * 3.0 | |
let outerCylinderEntity = await getCylinderEntity(height: cylinderSize, radius: outerCylinderRadius) | |
let touchEntity = await getTouchEntity(radius: touchEntityRadius) | |
let sortGroup = ModelSortGroup(depthPass: .postPass) | |
for i in 0..<numberOfInnerCylinders { | |
let mesh = try! getInnerCylinderMesh() | |
let meshResource = try! await MeshResource(from: mesh) | |
let opacity = max(maxOpacity - Float(i) * (maxOpacity - minOpacity) / Float(numberOfInnerCylinders - 1), minOpacity) | |
let material = await generateAddMaterial(color: .init(red: 0.5, green: 0.5, blue: 1.0, alpha: 1.0), opacity: opacity) | |
let innerCylinderEntity = ModelEntity(mesh: meshResource, materials: [material]) | |
content.add(innerCylinderEntity) | |
innerCylinderEntity.components.set(OpacityComponent.init(opacity: 0.0)) | |
innerCylinderEntity.components.set(ModelSortGroupComponent(group: sortGroup, order: 0)) | |
self.innerCylinderEntities.append(innerCylinderEntity) | |
self.meshes.append(mesh) | |
self.currentPositionsArray.append(generatePositions(height: cylinderSize, displacementRange: innerCylinderRadius)) | |
self.targetPositionsArray.append(generatePositions(height: cylinderSize, displacementRange: innerCylinderRadius)) | |
innerCylinderEntity.applyRecursively { entity in | |
entity.components.set(ModelSortGroupComponent(group: sortGroup, order: 0)) | |
} | |
innerCylinderEntity.components.set(OpacityComponent.init(opacity: 0.0)) | |
} | |
content.add(outerCylinderEntity) | |
touchEntity.components.set(OpacityComponent.init(opacity: 0.0)) | |
// We wrap touchEntity with a parent that has the constant offset to align the gesture location with touchEntity's transform | |
let touchEntityWrapperForConstantOffset = Entity() | |
touchEntityWrapperForConstantOffset.addChild(touchEntity) | |
touchEntityWrapperForConstantOffset.transform.translation.y = size.y*0.5 | |
content.add(touchEntityWrapperForConstantOffset) | |
touchEntityWrapperForConstantOffset.applyRecursively { entity in | |
entity.components.set(ModelSortGroupComponent(group: sortGroup, order: 1)) | |
} | |
outerCylinderEntity.applyRecursively { entity in | |
entity.components.set(ModelSortGroupComponent(group: sortGroup, order: 0)) | |
} | |
let boxTranslation = (size.y - boxSize) * 0.5 | |
let topCapEntity = getCapEntity(size: boxSize) | |
topCapEntity.transform.translation.y = boxTranslation | |
content.add(topCapEntity) | |
let bottomCapEntity = getCapEntity(size: boxSize) | |
bottomCapEntity.transform.translation.y = -boxTranslation | |
content.add(bottomCapEntity) | |
self.touchEntity = touchEntity | |
self.outerCylinderEntity = outerCylinderEntity | |
self.innerCylinderEntity = innerCylinderEntity | |
self.innerCylinderRadius = innerCylinderRadius | |
self.beamHeight = cylinderSize | |
} | |
.gesture( | |
SpatialEventGesture(coordinateSpace: .local) | |
.onChanged { events in | |
guard let outerCylinderEntity, let touchEntity else { return } | |
isGestureActive = true | |
outerCylinderEntity.components.set(OpacityComponent.init(opacity: 0.25)) | |
for innerCylinderEntity in self.innerCylinderEntities { | |
innerCylinderEntity.components.set(OpacityComponent.init(opacity: 1.0)) | |
} | |
touchEntity.components.set(OpacityComponent.init(opacity: 1.0)) | |
print("onChanged") | |
for event in events { | |
var y: Float = 0 | |
switch event.kind { | |
case .touch, .indirectPinch: | |
y = Float(physicalMetrics.convert(event.location3D.y, to: .meters)) | |
touchEntity.transform.translation.y = y * -1 | |
case .directPinch: | |
print("directPinch") | |
case .pointer: | |
print("pointer") | |
@unknown default: | |
print("unknown default") | |
} | |
let minFreq: Float = 115 | |
let maxFreq: Float = 250 | |
let cylinderHeight: Float = beamHeight! | |
var normalizedY = (y + cylinderHeight / 2) / cylinderHeight | |
// clamp for safety | |
let highestY: Float = 1.65 | |
if normalizedY > highestY { | |
normalizedY = highestY | |
} | |
let frequency = maxFreq - (maxFreq - minFreq) * normalizedY | |
signalGenerator.signalFrequency = Double(frequency) | |
signalGenerator.setFilterFrequency(Float(frequency*60)) | |
signalGenerator.play() | |
let pointLightComponent = PointLightComponent( cgColor: .init(red: 1, green: 1, blue: 1, alpha: 1), intensity: 2500, attenuationRadius: 0.1 ) | |
touchEntity.components.set(pointLightComponent) | |
} | |
} | |
.onEnded { events in | |
guard let outerCylinderEntity, let touchEntity else { return } | |
isGestureActive = false | |
outerCylinderEntity.components.set(OpacityComponent.init(opacity: 1.0)) | |
for innerCylinderEntity in self.innerCylinderEntities { | |
innerCylinderEntity.components.set(OpacityComponent.init(opacity: 0.0)) | |
} | |
touchEntity.components.set(OpacityComponent.init(opacity: 0.0)) | |
print("onEnded") | |
signalGenerator.stop() | |
let pointLightComponent = PointLightComponent( cgColor: .init(red: 1, green: 1, blue: 1, alpha: 1), intensity: 0, attenuationRadius: 0.1 ) | |
touchEntity.components.set(pointLightComponent) | |
} | |
) | |
.onAppear { startTimer() } | |
.onDisappear { stopTimer() } | |
} | |
} | |
} | |
// MARK: Outer Glowing Cylinder (lightning) | |
extension LightBeamSynthView { | |
func getCylinderEntity(includeCollision: Bool = true, height: Float, radius: Float = 0.01) async -> Entity { | |
let entity = Entity() | |
if includeCollision { | |
let collisionRadius = radius*1.5 | |
let collisionComponent = CollisionComponent(shapes: [.generateBox(width: collisionRadius, height: height, depth: collisionRadius)]) | |
entity.components.set(collisionComponent) | |
entity.components.set(InputTargetComponent()) | |
} | |
// loop to create glow effect | |
let count = 50 | |
for i in 0..<count { | |
let fraction = Float(i) / Float(count) | |
let newRadius = radius * (1.0 - fraction * 1.0) | |
let opacity = pow(fraction, 2) // Quadratic exaggerates effect | |
let childEntity = Entity() | |
let modelComponent = await getCylinderModelComponent(height: height,radius: newRadius, opacity: opacity) | |
childEntity.components.set(modelComponent) | |
entity.addChild(childEntity) | |
} | |
return entity | |
} | |
func getCylinderModelComponent(height: Float, radius: Float, opacity: Float = 1.0) async -> ModelComponent { | |
let resource = MeshResource.generateCylinder(height: height, radius: radius) | |
let material = await generateAddMaterial(color: .init(red: 0.5, green: 0.5, blue: 1.0, alpha: 1.0), opacity: opacity) // | |
let modelComponent = ModelComponent(mesh: resource, materials: [material]) | |
return modelComponent | |
} | |
} | |
// MARK: Inner Cylinders (lightning) | |
extension LightBeamSynthView { | |
struct CylinderWiggleParams { | |
var radialSegments: Int32 | |
var heightSegments: Int32 | |
var radius: Float | |
var height: Float | |
var animationProgress: Float | |
} | |
struct VertexData { | |
var position: SIMD3<Float> = .zero | |
var normal: SIMD3<Float> = .zero | |
static var vertexAttributes: [LowLevelMesh.Attribute] = [ | |
.init(semantic: .position, format: .float3, offset: MemoryLayout<Self>.offset(of: \.position)!), | |
.init(semantic: .normal, format: .float3, offset: MemoryLayout<Self>.offset(of: \.normal)!), | |
] | |
static var vertexLayouts: [LowLevelMesh.Layout] = [ | |
.init(bufferIndex: 0, bufferStride: MemoryLayout<Self>.stride) | |
] | |
static var descriptor: LowLevelMesh.Descriptor { | |
var desc = LowLevelMesh.Descriptor() | |
desc.vertexAttributes = VertexData.vertexAttributes | |
desc.vertexLayouts = VertexData.vertexLayouts | |
desc.indexType = .uint32 | |
return desc | |
} | |
} | |
func getInnerCylinderMesh() throws -> LowLevelMesh { | |
let vertexCount = (radialSegments + 1) * (heightSegments + 1) | |
let indexCount = radialSegments * heightSegments * 6 | |
var desc = VertexData.descriptor | |
desc.vertexCapacity = vertexCount | |
desc.indexCapacity = indexCount | |
return try LowLevelMesh(descriptor: desc) | |
} | |
func updateInnerCylinderMesh(_ mesh: LowLevelMesh, height: Float, radius: Float, currentPositions: [SIMD3<Float>], targetPositions: [SIMD3<Float>]) { | |
guard let commandBuffer = commandQueue.makeCommandBuffer(), | |
let computeEncoder = commandBuffer.makeComputeCommandEncoder() else { return } | |
let vertexBuffer = mesh.replace(bufferIndex: 0, using: commandBuffer) | |
let indexBuffer = mesh.replaceIndices(using: commandBuffer) | |
let currentPositionsBuffer = device.makeBuffer(bytes: currentPositions, length: MemoryLayout<SIMD3<Float>>.stride * currentPositions.count, options: []) | |
let targetPositionsBuffer = device.makeBuffer(bytes: targetPositions, length: MemoryLayout<SIMD3<Float>>.stride * targetPositions.count, options: []) | |
computeEncoder.setComputePipelineState(computePipeline) | |
computeEncoder.setBuffer(vertexBuffer, offset: 0, index: 0) | |
computeEncoder.setBuffer(indexBuffer, offset: 0, index: 1) | |
computeEncoder.setBuffer(currentPositionsBuffer, offset: 0, index: 2) | |
computeEncoder.setBuffer(targetPositionsBuffer, offset: 0, index: 3) | |
var params = CylinderWiggleParams( | |
radialSegments: Int32(radialSegments), | |
heightSegments: Int32(heightSegments), | |
radius: radius, | |
height: height, | |
animationProgress: wiggleAnimationProgress | |
) | |
computeEncoder.setBytes(¶ms, length: MemoryLayout<CylinderWiggleParams>.size, index: 4) | |
let threadsPerGrid = MTLSize(width: (radialSegments + 1) * (heightSegments + 1), height: 1, depth: 1) | |
let threadsPerThreadgroup = MTLSize(width: 64, height: 1, depth: 1) | |
computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup) | |
computeEncoder.endEncoding() | |
commandBuffer.commit() | |
let meshBounds = BoundingBox(min: [-radius*2, -height/2, -radius*2], max: [radius*2, height/2, radius*2]) | |
mesh.parts.replaceAll([ | |
LowLevelMesh.Part( | |
indexCount: radialSegments * heightSegments * 6, | |
topology: .triangle, | |
bounds: meshBounds | |
) | |
]) | |
} | |
} | |
// MARK: Touch Entity (Gesture Location) | |
extension LightBeamSynthView { | |
func getTouchEntity(radius: Float) async -> Entity { | |
let sphereEntity = Entity() | |
// loop to create glow effect | |
let numSpheres = 50 | |
for i in 0..<numSpheres { | |
let fraction = Float(i) / Float(numSpheres) | |
let sphereRadius = radius * (1.0 - fraction * 1.0) | |
let opacity = pow(fraction, 4) // Quadratic exaggerates effect | |
let sphere = Entity() | |
let modelComponent = await getTouchModelComponent(radius: sphereRadius, opacity: opacity) | |
sphere.components.set(modelComponent) | |
sphereEntity.addChild(sphere) | |
} | |
// Add spark emitter | |
let sparkEmitter = createSparkEmitter(radius: radius*0.25) | |
sphereEntity.addChild(sparkEmitter) | |
self.pointLightComponent = pointLightComponent | |
return sphereEntity | |
} | |
func getTouchModelComponent(radius: Float, opacity: Float) async -> ModelComponent { | |
var material = await generateAddMaterial(color: .init(red: 0.5, green: 0.5, blue: 1.0, alpha: 1.0), opacity: opacity) | |
material.faceCulling = .back | |
let sphereMesh = try! MeshResource.generateSpecificSphere(radius: radius, latitudeBands: 8, longitudeBands: 8) | |
return ModelComponent(mesh: sphereMesh, materials: [material]) | |
} | |
func createSparkEmitter(radius: Float) -> Entity { | |
let sparkEntity = Entity() | |
var emitterComponent = ParticleEmitterComponent() | |
emitterComponent.emitterShape = .sphere | |
emitterComponent.emitterShapeSize = .init(x: radius, y: radius, z: radius) | |
emitterComponent.birthLocation = .surface | |
emitterComponent.birthDirection = .normal | |
emitterComponent.mainEmitter.birthRate = 500 // Increase for more sparks | |
emitterComponent.mainEmitter.lifeSpan = 0.3 // Short lifespan for quick sparks | |
emitterComponent.speed = 0.375 // Moderate speed | |
emitterComponent.speedVariation = 0.125 // Add some variation to the speed | |
let mainEmitterSize = radius*0.05 | |
emitterComponent.mainEmitter.size = mainEmitterSize // Small size for spark-like appearance | |
emitterComponent.mainEmitter.sizeVariation = mainEmitterSize*0.5 | |
emitterComponent.mainEmitter.color = .evolving( | |
start: .random(a: .init(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0), | |
b: .init(red: 0.5, green: 0.5, blue: 1.0, alpha: 1.0)), | |
end: .random(a: .init(red: 1.0, green: 1.0, blue: 1.0, alpha: 0.0), | |
b: .init(red: 0.5, green: 0.5, blue: 1.0, alpha: 0.0)) | |
) | |
emitterComponent.mainEmitter.opacityCurve = .quickFadeInOut | |
emitterComponent.mainEmitter.spreadingAngle = .pi / 4 // 45-degree spread | |
emitterComponent.mainEmitter.blendMode = .additive // For a glowing effect | |
emitterComponent.mainEmitter.angularSpeed = 10.0 | |
emitterComponent.mainEmitter.angularSpeedVariation = 5.0 | |
emitterComponent.mainEmitter.isLightingEnabled = true | |
emitterComponent.mainEmitter.acceleration = SIMD3<Float>(0, -2.0, 0) | |
sparkEntity.components[ParticleEmitterComponent.self] = emitterComponent | |
return sparkEntity | |
} | |
} | |
// MARK: Top and Bottom Cap | |
extension LightBeamSynthView { | |
func getCapEntity(size: Float) -> Entity { | |
let entity = Entity() | |
let mesh = MeshResource.generateCylinder(height: size, radius: size*0.5) | |
var material = PhysicallyBasedMaterial() | |
material.baseColor.tint = .gray | |
material.metallic = 1.0 | |
material.roughness = 0.0 | |
let modelComponent = ModelComponent(mesh: mesh, materials: [material]) | |
entity.components.set(modelComponent) | |
return entity | |
} | |
} | |
// MARK: Laser Beam Add Material | |
extension LightBeamSynthView { | |
func generateAddMaterial(color: UIColor, opacity: Float = 1.0) async -> UnlitMaterial { | |
var descriptor = UnlitMaterial.Program.Descriptor() | |
descriptor.blendMode = .add | |
let prog = await UnlitMaterial.Program(descriptor: descriptor) | |
var material = UnlitMaterial(program: prog) | |
material.color = UnlitMaterial.BaseColor(tint: color) | |
material.blending = .transparent(opacity: .init(floatLiteral: opacity)) | |
return material | |
} | |
} | |
// MARK: Animation | |
extension LightBeamSynthView { | |
func startTimer() { | |
timer = Timer.scheduledTimer(withTimeInterval: 1/120.0, repeats: true) { _ in | |
guard isGestureActive else { return } // don't process unless needed | |
stepTouchEntityRotation() | |
stepInnerCylinderAnimation() | |
} | |
} | |
func stopTimer() { | |
timer?.invalidate() | |
timer = nil | |
} | |
func stepTouchEntityRotation() { | |
let currentTime = CACurrentMediaTime() | |
let frameDuration = currentTime - lastRotationUpdateTime | |
self.time += frameDuration | |
// Rotate along all axis at different rates for a wonky rotation effect | |
rotationAngles.x += Float(frameDuration * 3.0) | |
rotationAngles.y += Float(frameDuration * 1.4) | |
rotationAngles.z += Float(frameDuration * 0.9) | |
let rotationX = simd_quatf(angle: rotationAngles.x, axis: [1, 0, 0]) | |
let rotationY = simd_quatf(angle: rotationAngles.y, axis: [0, 1, 0]) | |
let rotationZ = simd_quatf(angle: rotationAngles.z, axis: [0, 0, 1]) | |
touchEntity?.transform.rotation = rotationX * rotationY * rotationZ | |
lastRotationUpdateTime = currentTime | |
} | |
func stepInnerCylinderAnimation() { | |
if let beamHeight, let innerCylinderRadius { | |
wiggleAnimationProgress += animationStepAmount | |
if self.wiggleAnimationProgress >= 1 { | |
for i in 0..<self.innerCylinderEntities.count { | |
self.currentPositionsArray[i] = self.targetPositionsArray[i] | |
self.targetPositionsArray[i] = self.generatePositions(height: beamHeight, displacementRange: innerCylinderRadius) | |
} | |
self.wiggleAnimationProgress = 0 | |
} | |
for i in 0..<self.innerCylinderEntities.count { | |
self.updateInnerCylinderMesh( | |
self.meshes[i], | |
height: beamHeight, | |
radius: innerCylinderRadius*0.25, | |
currentPositions: self.currentPositionsArray[i], | |
targetPositions: self.targetPositionsArray[i] | |
) | |
} | |
} | |
} | |
// for inner cylinder positions (lightning) | |
func generatePositions(height: Float, displacementRange: Float) -> [SIMD3<Float>] { | |
var positions: [SIMD3<Float>] = [] | |
let startPosition = SIMD3<Float>(0, -height/2, 0) | |
let endPosition = SIMD3<Float>(0, height/2, 0) | |
for y in 0...heightSegments { | |
let progress = Float(y) / Float(heightSegments) | |
var centerPosition = mix(startPosition, endPosition, t: progress) | |
if y != 0 && y != heightSegments { | |
centerPosition.x += Float.random(in: -displacementRange...displacementRange) | |
centerPosition.z += Float.random(in: -displacementRange...displacementRange) | |
} | |
positions.append(centerPosition) | |
} | |
return positions | |
} | |
} | |
// MARK: MeshResource+generateSpecificSphere | |
extension MeshResource { | |
static func generateSpecificSphere(radius: Float, latitudeBands: Int = 10, longitudeBands: Int = 10) throws -> MeshResource { | |
let vertexCount = (latitudeBands + 1) * (longitudeBands + 1) | |
let indexCount = latitudeBands * longitudeBands * 6 | |
var desc = MyVertexWithNormal.descriptor | |
desc.vertexCapacity = vertexCount | |
desc.indexCapacity = indexCount | |
let mesh = try LowLevelMesh(descriptor: desc) | |
mesh.withUnsafeMutableBytes(bufferIndex: 0) { rawBytes in | |
let vertices = rawBytes.bindMemory(to: MyVertexWithNormal.self) | |
var vertexIndex = 0 | |
for latNumber in 0...latitudeBands { | |
let theta = Float(latNumber) * Float.pi / Float(latitudeBands) | |
let sinTheta = sin(theta) | |
let cosTheta = cos(theta) | |
for longNumber in 0...longitudeBands { | |
let phi = Float(longNumber) * 2 * Float.pi / Float(longitudeBands) | |
let sinPhi = sin(phi) | |
let cosPhi = cos(phi) | |
let x = cosPhi * sinTheta | |
let y = cosTheta | |
let z = sinPhi * sinTheta | |
let position = SIMD3<Float>(x, y, z) * radius | |
let normal = -SIMD3<Float>(x, y, z).normalized() | |
vertices[vertexIndex] = MyVertexWithNormal(position: position, normal: normal) | |
vertexIndex += 1 | |
} | |
} | |
} | |
mesh.withUnsafeMutableIndices { rawIndices in | |
let indices = rawIndices.bindMemory(to: UInt32.self) | |
var index = 0 | |
for latNumber in 0..<latitudeBands { | |
for longNumber in 0..<longitudeBands { | |
let first = (latNumber * (longitudeBands + 1)) + longNumber | |
let second = first + longitudeBands + 1 | |
indices[index] = UInt32(first) | |
indices[index + 1] = UInt32(second) | |
indices[index + 2] = UInt32(first + 1) | |
indices[index + 3] = UInt32(second) | |
indices[index + 4] = UInt32(second + 1) | |
indices[index + 5] = UInt32(first + 1) | |
index += 6 | |
} | |
} | |
} | |
let meshBounds = BoundingBox(min: [-radius, -radius, -radius], max: [radius, radius, radius]) | |
mesh.parts.replaceAll([ | |
LowLevelMesh.Part( | |
indexCount: indexCount, | |
topology: .triangle, | |
bounds: meshBounds | |
) | |
]) | |
return try MeshResource(from: mesh) | |
} | |
} | |
extension Entity { | |
func applyRecursively(_ block: (Entity) -> Void) { | |
block(self) | |
for child in children { | |
child.applyRecursively(block) | |
} | |
} | |
} | |
// MARK: MyVertexWithNormal | |
struct MyVertexWithNormal { | |
var position: SIMD3<Float> = .zero | |
var normal: SIMD3<Float> = .zero | |
static var vertexAttributes: [LowLevelMesh.Attribute] = [ | |
.init(semantic: .position, format: .float3, offset: MemoryLayout<Self>.offset(of: \.position)!), | |
.init(semantic: .normal, format: .float3, offset: MemoryLayout<Self>.offset(of: \.normal)!), | |
] | |
static var vertexLayouts: [LowLevelMesh.Layout] = [ | |
.init(bufferIndex: 0, bufferStride: MemoryLayout<Self>.stride) | |
] | |
static var descriptor: LowLevelMesh.Descriptor { | |
var desc = LowLevelMesh.Descriptor() | |
desc.vertexAttributes = MyVertexWithNormal.vertexAttributes | |
desc.vertexLayouts = MyVertexWithNormal.vertexLayouts | |
desc.indexType = .uint32 | |
return desc | |
} | |
} | |
// MARK: Audio Signal Generator | |
class SignalGenerator { | |
var signalFrequency: Double = 250.0 | |
var isPlaying = false | |
var noiseVolume: Float = 0.375 | |
var filterFrequency: Float = 1000.0 | |
var engine = AVAudioEngine() | |
var signalNode: AVAudioSourceNode? | |
var noiseNode: AVAudioSourceNode? | |
var lowPassFilter: AVAudioUnitEQ? | |
var runningPhase: Double = 0.0 | |
init() { | |
configureAudioSession() | |
setupAudio() | |
} | |
private func setupAudio() { | |
let mainMixer = engine.mainMixerNode | |
let output = engine.outputNode | |
let format = output.inputFormat(forBus: 0) | |
let signalNode = AVAudioSourceNode { _, _, frameCount, audioBufferList -> OSStatus in | |
let ablPointer = UnsafeMutableAudioBufferListPointer(audioBufferList) | |
var phase: Double = self.runningPhase | |
let phaseIncrement = self.signalFrequency / format.sampleRate | |
for frame in 0..<Int(frameCount) { | |
// Saw wave generation | |
let value = 2 * (phase - floor(0.5 + phase)) | |
for buffer in ablPointer { | |
let buf: UnsafeMutableBufferPointer<Float> = UnsafeMutableBufferPointer(buffer) | |
buf[frame] = Float(value) * 0.3 // Reduced volume | |
} | |
phase += phaseIncrement | |
if phase >= 1.0 { | |
phase -= 1.0 | |
} | |
} | |
self.runningPhase = phase | |
return noErr | |
} | |
signalNode.volume = 0.0 | |
// Create a noise generator node | |
let noiseNode = AVAudioSourceNode { _, _, frameCount, audioBufferList -> OSStatus in | |
let ablPointer = UnsafeMutableAudioBufferListPointer(audioBufferList) | |
for frame in 0..<Int(frameCount) { | |
let noise = self.generatePinkNoise() * self.noiseVolume | |
for buffer in ablPointer { | |
let buf: UnsafeMutableBufferPointer<Float> = UnsafeMutableBufferPointer(buffer) | |
buf[frame] = noise | |
} | |
} | |
return noErr | |
} | |
noiseNode.volume = 0.0 | |
let lowPassFilter = AVAudioUnitEQ(numberOfBands: 1) | |
lowPassFilter.bands[0].filterType = .lowPass | |
lowPassFilter.bands[0].frequency = 1000 // Cutoff frequency in Hz | |
lowPassFilter.bands[0].bandwidth = 1.0 | |
lowPassFilter.bands[0].bypass = false | |
// Create a mixer node to combine the saw wave and noise | |
let mixerNode = AVAudioMixerNode() | |
let reverbNode = AVAudioUnitReverb() | |
reverbNode.loadFactoryPreset(.largeHall2) | |
reverbNode.wetDryMix = 50 | |
let delayUnit = AVAudioUnitDelay() | |
delayUnit.wetDryMix = 30 | |
delayUnit.delayTime = 0.25 | |
delayUnit.feedback = 30 | |
delayUnit.lowPassCutoff = 1000 | |
engine.attach(delayUnit) | |
engine.attach(signalNode) | |
engine.attach(noiseNode) | |
engine.attach(lowPassFilter) | |
engine.attach(mixerNode) | |
engine.attach(reverbNode) | |
engine.connect(signalNode, to: mixerNode, format: format) | |
engine.connect(noiseNode, to: mixerNode, format: format) | |
engine.connect(mixerNode, to: lowPassFilter, format: format) | |
engine.connect(lowPassFilter, to: reverbNode, format: format) | |
engine.connect(reverbNode, to: delayUnit, format: format) | |
engine.connect(delayUnit, to: mainMixer, format: format) | |
engine.connect(mainMixer, to: output, format: format) | |
do { | |
try engine.start() | |
} catch { | |
print("Could not start engine: \(error.localizedDescription)") | |
} | |
self.signalNode = signalNode | |
self.noiseNode = noiseNode | |
self.lowPassFilter = lowPassFilter | |
} | |
func configureAudioSession() { | |
do { | |
let audioSession = AVAudioSession.sharedInstance() | |
try audioSession.setIntendedSpatialExperience(.bypassed) | |
try audioSession.setActive(true) | |
} catch { | |
print(error) | |
} | |
} | |
func play() { | |
guard !isPlaying else { return } | |
signalNode?.volume = 1.0 | |
noiseNode?.volume = noiseVolume | |
isPlaying = true | |
} | |
func setFilterFrequency(_ newFrequency: Float) { | |
filterFrequency = newFrequency | |
lowPassFilter?.bands[0].frequency = filterFrequency | |
} | |
func stop() { | |
signalNode?.volume = 0.0 | |
noiseNode?.volume = 0.0 | |
isPlaying = false | |
} | |
private func generateWhiteNoise() -> Float { | |
return Float.random(in: -1...1) | |
} | |
private var pinkNoiseBuffer = [Float](repeating: 0, count: 7) | |
private func generatePinkNoise() -> Float { | |
let white = generateWhiteNoise() | |
pinkNoiseBuffer[0] = 0.99886 * pinkNoiseBuffer[0] + white * 0.0555179 | |
pinkNoiseBuffer[1] = 0.99332 * pinkNoiseBuffer[1] + white * 0.0750759 | |
pinkNoiseBuffer[2] = 0.96900 * pinkNoiseBuffer[2] + white * 0.1538520 | |
pinkNoiseBuffer[3] = 0.86650 * pinkNoiseBuffer[3] + white * 0.3104856 | |
pinkNoiseBuffer[4] = 0.55000 * pinkNoiseBuffer[4] + white * 0.5329522 | |
pinkNoiseBuffer[5] = -0.7616 * pinkNoiseBuffer[5] - white * 0.0168980 | |
pinkNoiseBuffer[6] = white * 0.115926 | |
return pinkNoiseBuffer.reduce(0, +) * 0.11 | |
} | |
} |
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MeshResource.generateSpecificSphere
is missing. I copied that from another one of your gists: