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@Matt54
Last active August 11, 2024 15:29
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RealityView of light beam synth with touch gesture interactions
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(&params, 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
}
}
#include <metal_stdlib>
using namespace metal;
struct VertexData {
float3 position;
float3 normal;
};
struct CylinderWiggleParams {
int32_t radialSegments;
int32_t heightSegments;
float radius;
float height;
float animationProgress;
};
kernel void updateCylinderWiggle(device VertexData* vertices [[buffer(0)]],
device uint* indices [[buffer(1)]],
device float3* currentPositions [[buffer(2)]],
device float3* targetPositions [[buffer(3)]],
constant CylinderWiggleParams& params [[buffer(4)]],
uint id [[thread_position_in_grid]])
{
int x = id % (params.radialSegments + 1);
int y = id / (params.radialSegments + 1);
if (x > params.radialSegments || y > params.heightSegments) return;
float angle = float(x) / float(params.radialSegments) * 2 * M_PI_F;
float3 currentPosition = currentPositions[y];
float3 targetPosition = targetPositions[y];
float3 interpolatedPosition = mix(currentPosition, targetPosition, params.animationProgress);
float3 position = interpolatedPosition + float3(cos(angle) * params.radius,
0,
sin(angle) * params.radius);
float3 normal = normalize(float3(interpolatedPosition.x - position.x,
0,
interpolatedPosition.z - position.z));
vertices[id].position = position;
vertices[id].normal = normal;
// Update indices
if (x < params.radialSegments && y < params.heightSegments) {
int indexBase = (y * params.radialSegments + x) * 6;
uint32_t a = y * (params.radialSegments + 1) + x;
uint32_t b = a + 1;
uint32_t c = a + (params.radialSegments + 1);
uint32_t d = c + 1;
indices[indexBase] = a;
indices[indexBase + 1] = b;
indices[indexBase + 2] = d;
indices[indexBase + 3] = a;
indices[indexBase + 4] = d;
indices[indexBase + 5] = c;
}
}
@fabio914
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MeshResource.generateSpecificSphere is missing. I copied that from another one of your gists:

struct MyVertex {
    var position: SIMD3<Float> = .zero
    var color: UInt32 = .zero

    static var vertexAttributes: [LowLevelMesh.Attribute] = [
        .init(semantic: .position, format: .float3, offset: MemoryLayout<Self>.offset(of: \.position)!),
        .init(semantic: .color, format: .uchar4Normalized_bgra, offset: MemoryLayout<Self>.offset(of: \.color)!)
    ]

    static var vertexLayouts: [LowLevelMesh.Layout] = [
        .init(bufferIndex: 0, bufferStride: MemoryLayout<Self>.stride)
    ]

    static var descriptor: LowLevelMesh.Descriptor {
        var desc = LowLevelMesh.Descriptor()
        desc.vertexAttributes = MyVertex.vertexAttributes
        desc.vertexLayouts = MyVertex.vertexLayouts
        desc.indexType = .uint32
        return desc
    }
}

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 = MyVertex.descriptor
        desc.vertexCapacity = vertexCount
        desc.indexCapacity = indexCount

        let mesh = try LowLevelMesh(descriptor: desc)
        mesh.withUnsafeMutableBytes(bufferIndex: 0) { rawBytes in
            let vertices = rawBytes.bindMemory(to: MyVertex.self)
            var vertexIndex = 0

            for latNumber in 0...latitudeBands {
                let theta = Float(latNumber) * Float.pi / Float(latitudeBands)
                let sinTheta = sin(theta)
                let cosTheta = cos(theta)

                for longNumber in 0...longitudeBands {
                    let phi = Float(longNumber) * 2 * Float.pi / Float(longitudeBands)
                    let sinPhi = sin(phi)
                    let cosPhi = cos(phi)
                    let x = cosPhi * sinTheta
                    let y = cosTheta
                    let z = sinPhi * sinTheta
                    let position = SIMD3<Float>(x, y, z) * radius
                    let color = 0xFFFFFFFF // White color for simplicity
                    vertices[vertexIndex] = MyVertex(position: position, color: UInt32(color))
                    vertexIndex += 1
                }
            }
        }

        mesh.withUnsafeMutableIndices { rawIndices in
            let indices = rawIndices.bindMemory(to: UInt32.self)
            var index = 0

            for latNumber in 0..<latitudeBands {
                for longNumber in 0..<longitudeBands {
                    let first = (latNumber * (longitudeBands + 1)) + longNumber
                    let second = first + longitudeBands + 1
                    indices[index] = UInt32(first)
                    indices[index + 1] = UInt32(second)
                    indices[index + 2] = UInt32(first + 1)
                    indices[index + 3] = UInt32(second)
                    indices[index + 4] = UInt32(second + 1)
                    indices[index + 5] = UInt32(first + 1)
                    index += 6
                }
            }
        }

        let meshBounds = BoundingBox(min: [-radius, -radius, -radius], max: [radius, radius, radius])

        mesh.parts.replaceAll([
            LowLevelMesh.Part(
                indexCount: indexCount,
                topology: .triangle,
                bounds: meshBounds
            )
        ])

        // Print the number of triangles
        let triangleCount = indexCount / 3
        print("Number of triangles: \(triangleCount)")
        return try MeshResource(from: mesh)
    }
}

@Matt54
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Author

Matt54 commented Aug 11, 2024

@fabio914 thanks! I'll add it now

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