iOS 8, Scene Kit @ 60FPS, programmed in F#, using Xamarin.iOS

I have the best job in the world:

[code lang=”fsharp”]
namespace SceneKitFSharp

open System
open MonoTouch.UIKit
open MonoTouch.Foundation
open MonoTouch.SceneKit
open MonoTouch.CoreAnimation

type MySceneKitController () =
inherit UIViewController()

override this.ViewDidLoad () =
let scene = new SCNScene ()

//Positions everyone!
let boxNode = new SCNNode ()
boxNode.Geometry <- new SCNBox(
Width = 1.0F,
Height = 1.0F,
Length = 1.0F,
ChamferRadius = 0.02f
)
scene.RootNode.AddChildNode (boxNode)

let material = new SCNMaterial ()
material.Diffuse.Contents <- UIImage.FromFile ("textureX.png")
material.Specular.Contents <- UIColor.Gray
material.LocksAmbientWithDiffuse <- true
boxNode.Geometry.FirstMaterial <- material

//Lights!
let lightNode = new SCNNode()
lightNode.Light <- new SCNLight ()
lightNode.Light.LightType <- SCNLightType.Omni
lightNode.Position <- new SCNVector3 (0.0F, 10.0F, 10.0F)
scene.RootNode.AddChildNode (lightNode)

let ambientLightNode = new SCNNode ()
ambientLightNode.Light <- new SCNLight ()
ambientLightNode.Light.LightType <- SCNLightType.Ambient
ambientLightNode.Light.Color <- UIColor.DarkGray
scene.RootNode.AddChildNode (ambientLightNode)

//Camera!
let cameraNode = new SCNNode ()
cameraNode.Camera <- new SCNCamera ()
scene.RootNode.AddChildNode (cameraNode)
cameraNode.Position <- new SCNVector3 (0.0F, 0.0F, 3.0F)

// Action!
let animation = new CABasicAnimation(
KeyPath = "rotation"
)
let t = new SCNVector4 (1.0F, 1.0F, 0.0F, float32 (Math.PI * 2.0))
animation.To <- NSValue.FromVector (t)

animation.Duration <- float 5.0F
animation.RepeatCount <- float32 Double.MaxValue //repeat forever
boxNode.AddAnimation(animation,new NSString("rotation"))

let scnView = new SCNView(UIScreen.MainScreen.Bounds)
scnView.Scene <- scene
scnView.AllowsCameraControl <- true
scnView.ShowsStatistics <- true
scnView.BackgroundColor <- UIColor.Black

this.View <- scnView

[<Register ("AppDelegate")>]
type AppDelegate () =
inherit UIApplicationDelegate ()

// This method is invoked when the application is ready to run.
override this.FinishedLaunching (app, options) =
let window = new UIWindow (UIScreen.MainScreen.Bounds)
window.RootViewController <- new MySceneKitController()
window.MakeKeyAndVisible ()
true

module Main =
[<EntryPoint>]
let main args =
UIApplication.Main (args, null, "AppDelegate")
0

[/code]

IMG_0272

photo

17 thoughts on “iOS 8, Scene Kit @ 60FPS, programmed in F#, using Xamarin.iOS

  1. Pingback: F# Weekly #24-#25, 2014 | Sergey Tihon's Blog

  2. I had a problem when running the code in the simulator. I think it’s GC related. When FinishedLaunching returns, the “window” value goes out of scope, the UIWindow get garbage collected and disappears. Adding an override of the Window property in the AppDelegate solved the problem:

    [code lang=”fsharp”]
    type AppDelegate () =
    inherit UIApplicationDelegate ()

    override val Window:UIWindow = null with get, set

    // This method is invoked when the application is ready to run.
    override this.FinishedLaunching (app, options) =
    this.Window &lt;- new UIWindow (UIScreen.MainScreen.Bounds)
    this.Window.RootViewController &lt;- new MySceneKitController()
    this.Window.MakeKeyAndVisible ()
    true
    [/code]

    PS: thanks for this great blog! Please, keep posting cool F# stuff!

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