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RealityKit helper functions for visionOS

In the spirit of collaboration and knowledge sharing, I've decided to open source a selection of helper functions that I've developed during my journey of creating the first visionOS experience using RealityKit.

Outline Mesh Generation

Screenshot 2023-11-11 at 19 18 44

DoubleSided materials

Screenshot 2023-11-11 at 19 53 00

Skeleton Visualization

yourEntity?.visualizeBones()
Screenshot 2023-11-16 at 23 23 18

All extension functions for RealityKit Entity

  • visualizeBones(size: Float = 0.5)

    • Visualizes the bones of a model entity by creating a debug entity with a cone mesh representing each bone.
  • createEntityBox(_ color: UIColor, size: Float) -> Entity

    • Creates a box-shaped entity with the specified color and size.
  • update(shaderGraphMaterial oldMaterial: ShaderGraphMaterial, _ handler: (inout ShaderGraphMaterial) throws -> Void) rethrows

    • Updates the shader graph material of the entity by applying the changes defined in the handler closure.
  • replaceAndStoreOldMaterials(material: Material, copyPBRInputs: Bool = false)

    • Replaces the current materials of the entity with a new material and optionally copies the inputs from the physically based rendering (PBR) materials.
  • restoreOriginalMaterials()

    • Restores the original materials of the entity that were saved before replacement.
  • saveMaterialParam(paramName: String)

    • Saves the parameter value of the shader graph material with the given name.
  • getMaterialParam(paramName: String) -> MaterialParameters.Value?

    • Retrieves the value of the material parameter with the given name.
  • setMaterialParamWeight(paramName: String, value: Float)

    • Sets the weight of the material parameter with the given name, multiplying it by the saved value if it exists.
  • setMaterialParam(paramName: String, value: MaterialParameters.Value)

    • Sets the value of the material parameter with the given name.
  • playAllAnimations(shouldLoop: Bool = false)

    • Plays all available animations for the entity, with an option to loop them indefinitely.
  • distance(from other: Entity) -> Float

    • Calculates the distance between the entity and another entity.
  • distance(from point: SIMD3<Float>) -> Float

    • Calculates the distance between the entity and a point in 3D space.
  • isDistanceWithinThreshold(from other: Entity, max: Float) -> Bool

    • Checks if the distance between the entity and another entity is within a specified threshold.
  • isDistanceWithinThreshold(from point: SIMD3<Float>, max: Float) -> Bool

    • Checks if the distance between the entity and a point in 3D space is within a specified threshold.
  • findParentWithName(_ findName: String) -> Entity?

    • Searches for a parent entity with the specified name.
  • findParentWithAnyComponents(withComponents componentClasses: [Component.Type]) -> Entity?

    • Searches for a parent entity that has any of the specified components.
  • findParentWithComponent<T: Component>(withComponent componentClass: T.Type) -> Entity?

    • Searches for a parent entity that has the specified component type.
  • findFirstComponent<T: Component>(withComponent componentClass: T.Type) -> T?

    • Searches for the first component of the specified type in the entity hierarchy.
  • hasComponentInHierarchy<T: Component>(withComponent componentClass: T.Type) -> Bool

    • Checks if any entity in the hierarchy has the specified component type.
  • forEachDescendant<T: Component>(withComponent componentClass: T.Type, _ closure: (Entity, T) -> Void)

    • Iterates over all descendants with the specified component type and performs the given closure.
  • forEach<T: Component>(withComponent componentClass: T.Type, _ closure: (Entity, T) -> Void)

    • Iterates over the entity and its children with the specified component type and performs the given closure.
  • removeComponentFromHierarchy(componentType: Component.Type)

    • Removes the specified component type from the entity and its descendants.
  • fixObjectPivot() -> Entity?

    • Fixes the pivot of the entity by creating a new entity at the visual center and re-parenting the original entity to it.
  • generateCollisionsForEnabledOnly()

    • Generates collision shapes for the entity and its children if they are enabled.
  • generatePreciseCollisionsForEachEnabled<T: Component>(withComponent componentClass: T.Type) async

    • Asynchronously generates precise collision shapes for each enabled entity with the specified component type.
  • generatePreciseCollisionShapes() async

    • Asynchronously generates precise collision shapes for the entity if it is enabled.
  • stopEmittingParticleEmitters()

    • Stops all particle emitters from emitting particles in the entity hierarchy.
  • removeAllParticleEmitters()

    • Removes all particle emitter components from the entity hierarchy.
  • playAllParticles()

    • Starts emitting particles for all particle emitters in the entity hierarchy.
  • addMeshOutline(outlineMaterial: RealityKit.Material, offset: Float)

    • Adds an outline to the mesh of the entity using the specified material and offset.
  • makeMeshResourcesUnique()

    • Makes the mesh resources of the entity unique to avoid sharing them with other entities.
  • addDoubleSide()

    • Adds double-sided rendering to the entity's mesh.
  • addDoubleSide(otherSideMaterial: RealityKit.Material, ignoreComponentTypes: [Component.Type]?)

    • Adds double-sided rendering to the entity's mesh with the specified material for the other side, ignoring entities with specified component types.

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