
import UIKit
import SceneKit
class ViewController: UIViewController {
let lightNode = SCNNode()
let scene = SCNScene()
override func viewDidLoad() {
super.viewDidLoad()
let sceneView = SCNView(frame: self.view.frame)
self.view.addSubview(sceneView)
sceneView.scene = scene
let camera = SCNCamera()
let cameraNode = SCNNode()
cameraNode.camera = camera
cameraNode.position = SCNVector3(x: -3.0, y: 3.0, z: 3.0)
let light = SCNLight()
light.type = SCNLight.LightType.directional
lightNode.light = light
lightNode.position = SCNVector3(x: 1.5, y: 1.5, z: 1.5)
let sphereGeometry = SCNSphere(radius: 0.8)
let sphereNode = SCNNode(geometry: sphereGeometry)
let constraint = SCNLookAtConstraint(target: sphereNode)
constraint.isGimbalLockEnabled = true
cameraNode.constraints = [constraint]
scene.rootNode.addChildNode(lightNode)
scene.rootNode.addChildNode(cameraNode)
scene.rootNode.addChildNode(sphereNode)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
let light = SCNLight()
light.type = SCNLight.LightType.directional
let lightNode = SCNNode()
lightNode.light = light
lightNode.position = SCNVector3(x: 200, y: 1001, z: 100)
self.scene.rootNode.addChildNode(lightNode)
}
}
}