问题
So I have following code to create custom wall
let wall = SCNPlane(width: CGFloat(distance),
height: CGFloat(height))
wall.firstMaterial = wallMaterial()
let node = SCNNode(geometry: wall)
// always render before the beachballs
node.renderingOrder = -10
// get center point
node.position = SCNVector3(from.x + (to.x - from.x) * 0.5,
from.y + height * 0.5,
from.z + (to.z - from.z) * 0.5)
node.eulerAngles = SCNVector3(0,
-atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0.5,
0)
And Now I am adding simple SCNPlane on hit test and add video (skscene to it)
// first.node is hittest result
let node = SCNNode(geometry: SCNPlane(width: CGFloat(width) , height: CGFloat(height))
node.geometry?.firstMaterial?.isDoubleSided = true
node.geometry?.firstMaterial?.diffuse.contents = self.create2DVideoScene(xScale: first.node.eulerAngles.y < 0 ? -1 : nil)
node.position = nodesWithDistance.previous.node.mainNode.position
node.eulerAngles = first.node.eulerAngles
Here How I created 2d node
/// Creates 2D video scene
private func create2DVideoScene (xScale:CGFloat?) -> SKScene {
var videoPlayer = AVPlayer()
if let validURL = Bundle.main.url(forResource: "video", withExtension: "mp4", subdirectory: "/art.scnassets") {
let item = AVPlayerItem(url: validURL)
videoPlayer = AVPlayer(playerItem: item)
}
let videoNode = SKVideoNode(avPlayer: videoPlayer)
videoNode.yScale *= -1
// While debug I observe that if first.node.rotation.y in - , then we need to change xScale to -1 (when wall draw from right -> left )
if let xScale = xScale {
videoNode.xScale *= xScale
}
videoNode.play()
let skScene = SKScene(size: self.sceneView.frame.size)
skScene.scaleMode = .aspectFill
skScene.backgroundColor = .green
skScene.addChild(videoNode)
videoNode.position = CGPoint(x: skScene.size.width/2, y: skScene.size.height/2)
videoNode.size = skScene.size
return skScene
}
Issue :: If I draw wall node from left to right means first point is on left side and other point on right side and draw wall between them. Then Video is flipped.
If I draw from right to left means first point is on right side and second point is on left side and draw line between them then video is perfectly fine.
To fix this I checked wall eulerAngles check the line self.create2DVideoScene
but this is not working in every area of real world
I want video should not be start flipped in front of user
EDIT
video is flipped because ofeulerAngles
is different in both case while create a wall
Angle point1 to point2 --> (0.000000 -1.000000 0.000000 3.735537)
Angle point2 to point1 -- > (0.000000 -1.000000 0.000000 0.478615)
Issue video Click here to play video
Please please provide the suggestion or solution of this issue .
Video flipped
回答1:
I have fixed issue with temporary solution still looking for a better one
Issue is of wall. wall is flipped other side of camera when draw from right to left direction. I have figure it out by setting isDoubleSided = false and by applying a image as diffuse contents which has text and I can see that image is flipped itself.
I have tried many things but this one helps me
- Normalize vector
- Find the cross between to SCNVectors
- If y > 0 I just swapped from and to Value
Code
let normalizedTO = to.normalized()
let normalizedFrom = from.normalized()
let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)
var from = from
var to = to
if angleBetweenTwoVectors.y > 0 {
let temp = from
from = to
to = temp
}
// Inside extension of SCNVector3
func normalized() -> SCNVector3 {
if self.length() == 0 {
return self
}
return self / self.length()
}
func cross(_ vec: SCNVector3) -> SCNVector3 {
return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
}
Hope it is helpful. If anyone know better solution please answer it.
来源:https://stackoverflow.com/questions/53282351/arkit-add-2d-video-flipped-by-x