主要问题:
我在此添加这一部分以澄清问题。- 我可以暂停我的视频(我不想让它循环播放)。当我的节点进入视线时,我的节点会播放我的视频,即使它处于暂停状态。如果我的视频已经播放完毕,并进入视线,它将重新开始播放。我想要消除这种行为。
在我的应用程序中,我使用ARKit
.ImageTracking
来确定何时找到特定图像,并从那里播放视频。我使用SCNNode
对象和SCNGeometry
对象在3D空间中创建了一个SKVideoNode
,其中包含一个由AVPlayer(:URL)
创建的视频。一切都很好,除了每次AVPlayer
进入视线时,播放器都会自行决定播放时间;然而,无论是ARImageAnchor
还是附加到SCNNode
的SCNNode
,每次节点进入相机镜头的视线时,AVPlayer
都会播放。我使用
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if(keyPath == "rate") {
print((object as! AVPlayer).rate)
}
}
要打印出比率,它是1,但实际上是0。
我为所有使用 player.pause() 或 player.play() 的函数打印了一些打印函数 print("Play"),但当速率改变时,没有任何一个函数被调用。如何找到更改播放器速率的源代码?
我检查了原始根节点 self.sceneview.scene.rootNode.childNodes,以确保我没有创建额外的 VideoNodes/SCNNodes/AVPlayers 等等,看起来只有一个。
有什么想法,为什么 SKVideoNode/AVPlayer 会在 SCNNode 进入 ARKit 相机视线时播放?谢谢!
编辑1:
做了一个变通方法,仅确定用户何时单击此节点
let tap = UITapGestureRecognizer(target: self, action: #selector(self!.tapGesture))
tap.delegate = self!
tap.name = "MyTap"
self!.sceneView.addGestureRecognizer(tap)
然后在这个下一个函数内部,我放置了
@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
}
}
}
视频播放器3D是包含SKVideoNode的SCNNode。
然而,在上面标记为“HERE”的部分,我遇到了错误com.apple.scenekit.scnview-renderer (17):EXC_BAD_ACCESS(code=2,address=0x16d8f7ad0)
。似乎场景视图的渲染器正在尝试在渲染函数中更改我的视频节点,但是,我甚至没有使用renderer(updateAtTime:)
函数,我只使用了
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
createVideoNode(imageAnchor)
}
如何确定我何时看到一张图片,即imageTracking
,并创建节点。有什么建议吗?
思路1:
错误提示表明从SCNView对象调用了某个方法(这是我从错误中理解的),但我没有特别调用该节点。我认为可能是默认操作,在节点出现视图时被调用,但我不确定如何访问它或确定哪个方法。我使用的对象不是SCNView对象,而且我不认为它们继承自SCNView对象(请查看第一个段落以查看使用的变量)。只想删除每次查看时节点播放的“动作”。
补充说明:
为了方便您了解我的视频播放器的创建过程,这是它的创建过程。如果您还想了解其他内容,请告诉我(不确定您还想了解什么),谢谢您的帮助。
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
}
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)
}
}
努力1:
我尝试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])
}
}
上面,我尝试重置配置。这似乎只会导致它重置平面,因为视频在渲染时仍在播放。无论是暂停还是完成,它都会重置并重新开始或继续播放。 尝试2: 我已经尝试过。
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()
}
这会停止所有事情,因此相机甚至会冻结,因为没有任何被跟踪的东西。在这里完全没有用处。