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scenekit

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Maintain and extend existing SceneKit 3D scenes and visualizations. Use when working with SCNView, SCNScene, SCNNode scene graphs, SceneKit geometry/materials/lights/cameras, SCNAction animation, SCNPhysicsBody physics, SCNParticleSystem effects, .scn/.dae/.abc SceneKit assets, shader modifiers, or SwiftUI SceneView. SceneKit is soft-deprecated and in maintenance mode; route new apps, significant updates, USD/USDZ pipelines, and migration planning toward RealityKit.

Code Review

What this skill does


# SceneKit

Apple's high-level 3D rendering framework for maintaining existing scenes and
visualizations on iOS using Swift 6.3. Provides a node-based scene graph,
built-in geometry primitives, physically based materials, lighting, animation,
and physics.

**Deprecation notice (WWDC 2025):** SceneKit is officially deprecated across all
Apple platforms and is now in maintenance mode (critical bug fixes only). Existing
apps continue to work. For new projects or major updates, Apple recommends
RealityKit. See WWDC 2025 session 288 for migration guidance.

## Contents

- [Scene Setup](#scene-setup)
- [Nodes and Geometry](#nodes-and-geometry)
- [Materials](#materials)
- [Lighting](#lighting)
- [Cameras](#cameras)
- [Animation](#animation)
- [Physics](#physics)
- [Particle Systems](#particle-systems)
- [Loading Models](#loading-models)
- [SwiftUI Integration](#swiftui-integration)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)

## Scene Setup

### SCNView in UIKit

```swift
import SceneKit

let sceneView = SCNView(frame: view.bounds)
sceneView.scene = SCNScene()
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.backgroundColor = .black
view.addSubview(sceneView)
```

`allowsCameraControl` adds built-in orbit, pan, and zoom gestures. Typically
disabled in production where custom camera control is needed.

### Creating an SCNScene

```swift
let scene = SCNScene()                                          // Empty
guard let scene = SCNScene(named: "art.scnassets/ship.scn")     // .scn in .scnassets
    else { fatalError("Missing scene asset") }
let url = Bundle.main.url(forResource: "ship", withExtension: "dae")!
let scene = try SCNScene(url: url, options: [.checkConsistency: true])
```

## Nodes and Geometry

Every scene has a `rootNode`. All content exists as descendant nodes. Nodes
define position, orientation, and scale in their parent's coordinate system.
SceneKit uses a right-handed coordinate system: +X right, +Y up, +Z toward
the camera.

```swift
let parentNode = SCNNode()
scene.rootNode.addChildNode(parentNode)

let childNode = SCNNode()
childNode.position = SCNVector3(0, 1, 0)  // 1 unit above parent
parentNode.addChildNode(childNode)
```

### Transforms

```swift
node.position = SCNVector3(x: 0, y: 2, z: -5)
node.eulerAngles = SCNVector3(x: 0, y: .pi / 4, z: 0)  // 45-degree Y rotation
node.scale = SCNVector3(2, 2, 2)
node.simdPosition = SIMD3<Float>(0, 2, -5)  // Prefer simd for performance
```

### Built-in Primitives

`SCNBox`, `SCNSphere`, `SCNCylinder`, `SCNCone`, `SCNTorus`, `SCNCapsule`,
`SCNTube`, `SCNPlane`, `SCNFloor`, `SCNText`, `SCNShape` (extruded Bezier path).

```swift
let node = SCNNode(geometry: SCNSphere(radius: 0.5))
```

### Finding Nodes

```swift
let maxNode = scene.rootNode.childNode(withName: "Max", recursively: true)
let enemies = scene.rootNode.childNodes { node, _ in
    node.name?.hasPrefix("enemy") == true
}
```

## Materials

`SCNMaterial` defines surface appearance. Use `firstMaterial` for single-material
geometries or the `materials` array for multi-material.

### Color and Texture

```swift
let material = SCNMaterial()
material.diffuse.contents = UIColor.systemBlue     // Solid color
material.diffuse.contents = UIImage(named: "brick") // Texture
material.normal.contents = UIImage(named: "brick_normal")
sphere.firstMaterial = material
```

### Physically Based Rendering (PBR)

```swift
let pbr = SCNMaterial()
pbr.lightingModel = .physicallyBased
pbr.diffuse.contents = UIImage(named: "albedo")
pbr.metalness.contents = 0.8       // Scalar or texture
pbr.roughness.contents = 0.2       // Scalar or texture
pbr.normal.contents = UIImage(named: "normal")
pbr.ambientOcclusion.contents = UIImage(named: "ao")
```

### Lighting Models

`.physicallyBased` (metalness/roughness), `.blinn` (default), `.phong`,
`.lambert` (diffuse-only), `.constant` (unlit), `.shadowOnly`.

Each material property is an `SCNMaterialProperty` accepting `UIColor`,
`UIImage`, `CGFloat` scalar, `SKTexture`, `CALayer`, or `AVPlayer`.

### Transparency

```swift
material.transparency = 0.5
material.transparencyMode = .dualLayer
material.isDoubleSided = true
```

## Lighting

Attach an `SCNLight` to a node. The light's direction follows the node's
negative Z-axis.

### Light Types

```swift
// Ambient: uniform, no direction
let ambient = SCNLight()
ambient.type = .ambient
ambient.color = UIColor(white: 0.3, alpha: 1)

// Directional: parallel rays (sunlight)
let directional = SCNLight()
directional.type = .directional
directional.castsShadow = true

// Omni: point light, all directions
let omni = SCNLight()
omni.type = .omni
omni.attenuationEndDistance = 20

// Spot: cone-shaped
let spot = SCNLight()
spot.type = .spot
spot.spotInnerAngle = 20
spot.spotOuterAngle = 60
```

Attach to a node:

```swift
let lightNode = SCNNode()
lightNode.light = directional
lightNode.eulerAngles = SCNVector3(-Float.pi / 3, 0, 0)
lightNode.position = SCNVector3(0, 10, 10)
scene.rootNode.addChildNode(lightNode)
```

### Shadows

```swift
light.castsShadow = true
light.shadowMapSize = CGSize(width: 2048, height: 2048)
light.shadowSampleCount = 8
light.shadowRadius = 3.0
light.shadowColor = UIColor(white: 0, alpha: 0.5)
```

### Category Bit Masks

```swift
light.categoryBitMask = 1 << 1     // Category 2
node.categoryBitMask = 1 << 1      // Only lit by category-2 lights
```

SceneKit renders a maximum of 8 lights per node. Use `attenuationEndDistance`
on point/spot lights so SceneKit skips them for distant nodes.

## Cameras

Attach an `SCNCamera` to a node to define a viewpoint.

```swift
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 5, 15)
cameraNode.look(at: SCNVector3Zero)
scene.rootNode.addChildNode(cameraNode)
sceneView.pointOfView = cameraNode
```

### Configuration

```swift
camera.fieldOfView = 60                        // Degrees
camera.zNear = 0.1
camera.zFar = 500
camera.automaticallyAdjustsZRange = true

// Orthographic
camera.usesOrthographicProjection = true
camera.orthographicScale = 10
```

Depth-of-field (`wantsDepthOfField`, `focusDistance`, `fStop`) and HDR effects
(`wantsHDR`, `bloomIntensity`, `bloomThreshold`, `screenSpaceAmbientOcclusionIntensity`)
are configured directly on `SCNCamera`.

## Animation

SceneKit provides three animation approaches.

### SCNAction (Declarative, Game-Oriented)

Reusable, composable animation objects attached to nodes.

```swift
let move = SCNAction.move(by: SCNVector3(0, 2, 0), duration: 1)
let rotate = SCNAction.rotateBy(x: 0, y: .pi, z: 0, duration: 1)
node.runAction(.group([move, rotate]))

// Sequential
node.runAction(.sequence([.fadeOut(duration: 0.3), .removeFromParentNode()]))

// Infinite loop
let pulse = SCNAction.sequence([
    .scale(to: 1.2, duration: 0.5),
    .scale(to: 1.0, duration: 0.5)
])
node.runAction(.repeatForever(pulse))
```

### SCNTransaction (Implicit Animation)

```swift
SCNTransaction.begin()
SCNTransaction.animationDuration = 1.0
node.position = SCNVector3(5, 0, 0)
node.opacity = 0.5
SCNTransaction.completionBlock = { print("Done") }
SCNTransaction.commit()
```

### Explicit Animations (Core Animation)

```swift
let animation = CABasicAnimation(keyPath: "rotation")
animation.toValue = NSValue(scnVector4: SCNVector4(0, 1, 0, Float.pi * 2))
animation.duration = 2
animation.repeatCount = .infinity
node.addAnimation(animation, forKey: "spin")
```

## Physics

### Physics Bodies

```swift
node.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)   // Forces + collisions
floor.physicsBody = SCNPhysicsBody(type: .static, shape: nil)    // Immovable
platform.physicsBody = SCNPhysicsBody(type: .kinematic, shape: nil) // Code-driven
```

When `shape` is `nil`, SceneKit derives it from geometry. For performance, use
simplified shapes:

```swift
let shape = SCNPhysicsShape(
    geometry: SCNBox(width: 1, height: 2, length: 1, chamferRadius: 0),
    optio
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