imp*_*7vx 32 avplayer skvideonode swift scnnode arkit
主要问题:
我在此之后添加此部分以澄清问题. - 我可以暂停我的视频(我不希望它在循环播放).当我的节点出现时,我的节点播放我的视频,即使它处于暂停状态.如果我的视频播放完毕,它就会出现,它会重新启动.我想删除此行为.
在我的应用程序中,我使用对象和对象SKVideoNode从AVPlayer(:URL)内部3D空间创建.我用来确定何时找到特定图像,并从那里播放视频.一切都很好,花花公子,除了每次AVPlayer进入视线时玩家决定按照自己的时间进行游戏; 但是,它可能是只要在连接到进入视野.无论哪种方式,每次节点进入相机镜头时都会播放.我用SCNNodeSCNGeometryARKit .ImageTrackingARImageAnchorSCNNodeAVPlayer
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if(keyPath == "rate") {
print((object as! AVPlayer).rate)
}
}
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打印出速率,它是1,但它是0.
我print("Play")使用player.pause()或player.play()为我的所有函数打印出某种打印函数,并且无论何时更改速率,都不会调用它们.如何找到改变播放器速率的来源?
我检查了原始的rootnode,self.sceneview.scene.rootNode.childNodes以确保我没有创建额外的VideoNodes/SCNNodes/AVPlayers等,似乎只有1.
关于为什么SKVideoNode/AVPlayer正在作为SCNNode播放的任何想法都会使用ARKit看到相机?提前致谢!
EDIT1:
制定了一种解决方法,仅在用户单击此节点时确定
let tap = UITapGestureRecognizer(target: self, action: #selector(self!.tapGesture))
tap.delegate = self!
tap.name = "MyTap"
self!.sceneView.addGestureRecognizer(tap)
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然后在下一个函数里面,我放了
@objc func tapGesture(_ gesture:UITapGestureRecognizer) {
let tappedNodes = self.sceneView.hitTest(gesture.location(in: gesture.view), options: [SCNHitTestOption.searchMode: 1])
if !tappedNodes.isEmpty {
for nodes in tappedNodes {
if nodes.node == videoPlayer3D {
videoPlayer3D.tappedVideoPlayer = true
videoPlayer3D.playOrPause()
break
}
}
}
}
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if(keyPath == "rate") {
print((object as! AVPlayer).rate)
if(!self.tappedVideoPlayer) {
self.player.pause() //HERE
}
}
}
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其中videoPlayer3D SCNNode包含SKVideoNode.
但是,我com.apple.scenekit.scnview-renderer (17): EXC_BAD_ACCESS (code=2, address=0x16d8f7ad0)在上面标有"HERE"的部分得到了错误.似乎sceneview的渲染器试图在渲染功能中改变我的视频节点,虽然,我甚至不使用该renderer(updateAtTime:)功能,我只使用
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
createVideoNode(imageAnchor)
}
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确定何时看到图像,即imageTracking我创建节点.有小费吗?
思想1
提示错误说明从方法渲染器的SCNView对象调用某些方法(这是我从错误中理解的),但我没有专门调用的节点.我认为可能是一个默认操作,正在调用节点,但是,我并不是100%确定如何访问它或确定哪种方法.我正在使用的对象不是SCNView对象,我不相信它们从SCNView对象继承(查看第1段以查看使用的变量).只是想在每次进入视图时删除节点播放的"动作".
加成:
如果感兴趣的话,为了跟随我的视频播放器的创建,这里就是.如果您还有其他想看的东西,请告诉我(不确定您还想看到其他什么)并感谢您的帮助.
func createVideoNode(_ anchor:ARImageAnchor, initialPOV:SCNNode) -> My3DPlayer? {
guard let currentFrame = self.sceneView.session.currentFrame else {
return nil
}
let delegate = UIApplication.shared.delegate as! AppDelegate
var videoPlayer:My3DPlayer!
videoPlayer = delegate.testing ? My3DPlayer(data: nil, currentFrame: currentFrame, anchor: anchor) : My3DPlayer(data: self.urlData, currentFrame: currentFrame, anchor: anchor)
//Create TapGesture
let tap = UITapGestureRecognizer(target: self, action: #selector(self.tapGesture))
tap.delegate = self
tap.name = "MyTap"
self.sceneView.addGestureRecognizer(tap)
return videoPlayer
}
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My3dPlayer类:
class My3DPlayer: SCNNode {
init(geometry: SCNGeometry?) {
super.init()
self.geometry = geometry
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
convenience init(data:Data?, currentFrame:ARFrame, anchor:ARImageAnchor) {
self.init(geometry: nil)
self.createPlayer(currentFrame, data, anchor)
}
private func createPlayer(_ frame:ARFrame, _ data:Data?,_ anchor:ARImageAnchor) {
let physicalSize = anchor.referenceImage.physicalSize
print("Init Player W/ physicalSize: \(physicalSize)")
//Create video
if((UIApplication.shared.delegate! as! AppDelegate).testing) {
let path = Bundle.main.path(forResource: "Bear", ofType: "mov")
self.url = URL(fileURLWithPath: path!)
}
else {
let url = data!.getAVAssetURL(location: "MyLocation")
self.url = url
}
let asset = AVAsset(url: self.url)
let track = asset.tracks(withMediaType: AVMediaType.video).first!
let playerItem = AVPlayerItem(asset: asset)
let player = AVPlayer(playerItem: playerItem)
self.player = player
var videoSize = track.naturalSize.applying(track.preferredTransform)
videoSize = CGSize(width: abs(videoSize.width), height: abs(videoSize.height))
print("Init Video W/ size: \(videoSize)")
//Determine if landscape or portrait
self.landscape = videoSize.width > videoSize.height
print(self.landscape == true ? "Landscape" : "Portrait")
//Do something when video ended
NotificationCenter.default.addObserver(self, selector: #selector(playerDidFinishPlaying(note:)), name: NSNotification.Name.AVPlayerItemDidPlayToEndTime, object: nil)
//Add observer to determine when Player is ready
player.addObserver(self, forKeyPath: "status", options: [], context: nil)
//Create video Node
let videoNode = SKVideoNode(avPlayer: player)
//Create 2d scene to put 2d player on - SKScene
videoNode.position = CGPoint(x: videoSize.width/2, y: videoSize.height/2)
videoNode.size = videoSize
//Portrait -- //Landscape doesn't need adjustments??
if(!self.landscape) {
let width = videoNode.size.width
videoNode.size.width = videoNode.size.height
videoNode.size.height = width
videoNode.position = CGPoint(x: videoNode.size.width/2, y: videoNode.size.height/2)
}
let scene = SKScene(size: videoNode.size)
//Add videoNode to scene
scene.addChild(videoNode)
//Create Button-look even though we don't use the button. Just creates the illusion to pressing play and pause
let image = UIImage(named: "PlayButton")!
let texture = SKTexture(image: image)
self.button = SKSpriteNode(texture: texture)
self.button.position = videoNode.position
//Makes the button look like a square
let minimumSize = [videoSize.width, videoSize.height].min()!
self.button.size = CGSize(width: minimumSize/4, height: minimumSize/4)
scene.addChild(button)
//Get ratio difference from physicalsize and video size
let widthRatio = Float(physicalSize.width)/Float(videoSize.width)
let heightRatio = Float(physicalSize.height)/Float(videoSize.height)
let finalRatio = [widthRatio, heightRatio].min()!
//Create a Plane (SCNPlane) to put the SKScene on
let plane = SCNPlane(width: scene.size.width, height: scene.size.height)
plane.firstMaterial?.diffuse.contents = scene
plane.firstMaterial?.isDoubleSided = true
//Set Self.geometry = plane
self.geometry = plane
//Size the node correctly
//Find the real scaling variable
let scale = CGFloat(finalRatio)
let appearanceAction = SCNAction.scale(to: scale, duration: 0.4)
appearanceAction.timingMode = .easeOut
//Set initial scale to 0 then use action to scale up
self.scale = SCNVector3Make(0, 0, 0)
self.runAction(appearanceAction)
}
@objc func playerDidFinishPlaying(note: Notification) {
self.player.seek(to: .zero, toleranceBefore: .zero, toleranceAfter: .zero)
self.player.seek(to: .zero, toleranceBefore: .zero, toleranceAfter: .zero)
self.setButtonAlpha(alpha: 1)
}
}
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Efforts1:
我试图通过以下方式停止跟踪:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
createVideoNode(imageAnchor)
self.resetConfiguration(turnOnConfig: true, turnOnImageTracking: false)
}
func resetConfiguration(turnOnConfig: Bool = true, turnOnImageTracking:Bool = false) {
let configuration = ARWorldTrackingConfiguration()
if(turnOnImageTracking) {
guard let referenceImages = ARReferenceImage.referenceImages(inGroupNamed: "AR Resources", bundle: nil) else {
fatalError("Missing expected asset catalog resources.")
}
configuration.planeDetection = .horizontal
configuration.detectionImages = referenceImages
}
else {
configuration.planeDetection = []
}
if(turnOnConfig) {
sceneView.session.run(configuration, options: [.resetTracking])
}
}
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上面,我试图重置配置.这只会导致它重置它看起来的平面,因为视频仍然在渲染上播放.无论是暂停还是已完成,它都将重置并重新开始或继续播放.
Efforts2:
我试过了
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
createVideoNode(imageAnchor)
self.pauseTracking()
}
func pauseTracking() {
self.sceneView.session.pause()
}
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这会停止一切,因此相机甚至会冻结,因为没有任何跟踪.这里完全没用.
好的。所以这里有一个修复方法。看renderer(_:updateAtTime:)。
var player: AVPlayer!
var play = true
@objc func tap(_ recognizer: UITapGestureRecognizer){
if play{
play = false
player.pause()
}else{
play = true
player.play()
}
}
func setVideo() -> SKScene{
let size = CGSize(width: 500, height: 500)
let skScene = SKScene(size: size)
let videoURL = Bundle.main.url(forResource: "video.mp4", withExtension: nil)!
player = AVPlayer(url: videoURL)
skScene.scaleMode = .aspectFit
videoSpriteNode = SKVideoNode(avPlayer: player)
videoSpriteNode.position = CGPoint(x: size.width/2, y: size.height/2)
videoSpriteNode.size = size
videoSpriteNode.yScale = -1
skScene.addChild(videoSpriteNode)
player.play()
return skScene
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
if let image = anchor as? ARImageAnchor{
print("found")
let planeGeometry = SCNPlane(width: image.referenceImage.physicalSize.width, height: image.referenceImage.physicalSize.height)
let plane = SCNNode(geometry: planeGeometry)
planeGeometry.materials.first?.diffuse.contents = setVideo()
plane.transform = SCNMatrix4MakeRotation(-.pi/2, 1, 0, 0)
node.addChildNode(plane)
}
}
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
if !play{
player.pause()
}
}
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在您的代码中使用这个想法。
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