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Back to SCNGeometryMBS class.

SCNGeometryMBS.geometry as SCNGeometryMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
shared method SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
Creates a new geometry object with no content (or default content).

This method creates a geometry with no visible content. You can use an empty geometry with another geometry’s levelsOfDetail property to make the geometry disappear when it is too far away from the camera to usefully render.
SceneKit’s SCNGeometryMBS subclasses use this method to create geometry instances with default contents. For example, if you call this method on the SCNSphereMBS class, it creates a sphere geometry whose radius property has the default value of 0.5.
You cannot add geometry sources or elements to a geometry object after creating it. To create a custom geometry from your own source and element data, use the geometryWithSources method.

SCNGeometryMBS.geometryWithSources(sources() as SCNGeometrySourceMBS, elements() as SCNGeometryElementMBS) as SCNGeometryMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
shared method SceneKit MBS Mac64bit Plugin 19.3 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
Creates a new geometry built from the specified geometry sources and elements.

sources: An array of SCNGeometrySourceMBS objects describing vertices in the geometry and their attributes.
elements: An array of SCNGeometryElementMBS objects describing how to connect the geometry’s vertices.

A geometry’s visible content comes from the combination of geometry sources, which contain data describing its vertices, with geometry elements, which contain data describing how the vertices connect to form a surface.
Each SCNGeometrySourceMBS object describes an attribute of all vertices in the geometry (vertex position, surface normal vector, color, or texture mapping coordinates) identified by the source’s semantic property. To create a custom geometry you must provide at least one source, for the SCNGeometrySourceSemanticVertex semantic. Typically, you also provide sources for normals and texture coordinates for use in lighting and shading.
Sources for the vertex, normal, and color semantics must be unique—if multiple objects in the sources array have the same semantic, SceneKit uses only the first. A geometry may have multiple sources for the SCNGeometrySourceSemanticTexcoord semantic—the order of texture coordinate sources in the sources array determines the value to use for the mappingChannel property when attaching materials.
Each SCNGeometryElementMBS object describes how vertices from the geometry sources are combined into polygons to create the geometry’s shape. Creating a custom geometry requires at least one element. If the elements array contains multiple objects, their order determines the arrangement of the geometry’s materials—for details, see the discussion of the materials property.

Some examples using this method:

The items on this page are in the following plugins: MBS Mac64bit Plugin.


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