This works
let scene = SCNScene(named: \"house.dae\")
Is there an equivalent for a node?
let node = SCNNode(geometry: SCNGe
// add a SCNScene as childNode to another SCNScene (in this case to scene)
func addSceneToScene() {
let geoScene = SCNScene(named: "art.scnassets/ball.dae")
scene.rootNode.addChildNode(geoScene.rootNode.childNodeWithName("Ball", recursively: true))
}
addSceneToScene()
The scene you get from SCNScene(named:)
has a rootNode
property whose children are the contents of the DAE file you loaded. You should be able to pull children off that node and add them to other nodes in an existing SCNScene.
That's what I use in real project:
extension SCNNode {
convenience init(named name: String) {
self.init()
guard let scene = SCNScene(named: name) else {
return
}
for childNode in scene.rootNode.childNodes {
addChildNode(childNode)
}
}
}
After that you can call:
let node = SCNNode(named: "art.scnassets/house.dae")
iOS 9 introduced the SCNReferenceNode
class. Now you can do:
if let filePath = Bundle.main.path(forResource: "Test", ofType: "dae", inDirectory: "GameScene.scnassets") {
// ReferenceNode path -> ReferenceNode URL
let referenceURL = URL(fileURLWithPath: filePath)
if #available(iOS 9.0, *) {
// Create reference node
let referenceNode = SCNReferenceNode(URL: referenceURL)
referenceNode?.load()
scene.rootNode.addChildNode(referenceNode!)
}
}