SceneKit - light doesn't shine on node with equal categoryBitMask










0














In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!



Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.



Code:



func addBall(ballPosition: SCNVector3) 

let ball = SCNSphere(radius: 1)
let ballNode = SCNNode(geometry: ball)
ballNode.position = ballPosition

let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
ballPhysicsBody.categoryBitMask = 00000010

ballNode.physicsBody = ballPhysicsBody
self.rootNode.addChildNode(ballNode)

addLight(referencePosition: ballPosition)


func addLight(referencePosition: SCNVector3)

let omniLight = SCNLight()
omniLight.type = SCNLight.LightType.omni
omniLight.color = UIColor.white
omniLight.intensity = 1000
omniLight.categoryBitMask = 00000010

let lightNode = SCNNode()
lightNode.light = omniLight
lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
self.rootNode.addChildNode(lightNode)










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    0














    In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!



    Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.



    Code:



    func addBall(ballPosition: SCNVector3) 

    let ball = SCNSphere(radius: 1)
    let ballNode = SCNNode(geometry: ball)
    ballNode.position = ballPosition

    let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
    ballPhysicsBody.categoryBitMask = 00000010

    ballNode.physicsBody = ballPhysicsBody
    self.rootNode.addChildNode(ballNode)

    addLight(referencePosition: ballPosition)


    func addLight(referencePosition: SCNVector3)

    let omniLight = SCNLight()
    omniLight.type = SCNLight.LightType.omni
    omniLight.color = UIColor.white
    omniLight.intensity = 1000
    omniLight.categoryBitMask = 00000010

    let lightNode = SCNNode()
    lightNode.light = omniLight
    lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
    self.rootNode.addChildNode(lightNode)










    share|improve this question
























      0












      0








      0







      In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!



      Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.



      Code:



      func addBall(ballPosition: SCNVector3) 

      let ball = SCNSphere(radius: 1)
      let ballNode = SCNNode(geometry: ball)
      ballNode.position = ballPosition

      let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
      ballPhysicsBody.categoryBitMask = 00000010

      ballNode.physicsBody = ballPhysicsBody
      self.rootNode.addChildNode(ballNode)

      addLight(referencePosition: ballPosition)


      func addLight(referencePosition: SCNVector3)

      let omniLight = SCNLight()
      omniLight.type = SCNLight.LightType.omni
      omniLight.color = UIColor.white
      omniLight.intensity = 1000
      omniLight.categoryBitMask = 00000010

      let lightNode = SCNNode()
      lightNode.light = omniLight
      lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
      self.rootNode.addChildNode(lightNode)










      share|improve this question













      In my SCNScene I have ball, a floor plane with custom geometry (to replicate terrain) and one omni light. What I'm trying to do is make it so that the omni light only shines light on the ball and not the floor plane. I have read that I need to adjust each nodes categoryBitMask and have the lights categoryBitMask the same as the object I want it to act upon. However I have not been able to make this work and am very confused as to why... Any help is greatly appreciated, many thanks!!



      Note: When I run the below code the light doesn't shine on anything, however when I remove the lights categoryBitMask it shines on both the ball and plane.



      Code:



      func addBall(ballPosition: SCNVector3) 

      let ball = SCNSphere(radius: 1)
      let ballNode = SCNNode(geometry: ball)
      ballNode.position = ballPosition

      let ballPhysicsBody = SCNPhysicsBody(type: .dynamic, shape: SCNPhysicsShape(geometry: SCNSphere(radius: 1)))
      ballPhysicsBody.categoryBitMask = 00000010

      ballNode.physicsBody = ballPhysicsBody
      self.rootNode.addChildNode(ballNode)

      addLight(referencePosition: ballPosition)


      func addLight(referencePosition: SCNVector3)

      let omniLight = SCNLight()
      omniLight.type = SCNLight.LightType.omni
      omniLight.color = UIColor.white
      omniLight.intensity = 1000
      omniLight.categoryBitMask = 00000010

      let lightNode = SCNNode()
      lightNode.light = omniLight
      lightNode.position = SCNVector3(x: referencePosition.x, y: 15, z: referencePosition.z)
      self.rootNode.addChildNode(lightNode)







      ios swift scenekit






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      asked Nov 11 at 17:09









      WH48

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