ARKit SKVideoNode 在渲染时播放

ARKit SKVideoNode Playing on Render

主要问题:

我在之后添加此部分以澄清问题。 -- 我可以暂停我的视频(我不希望它循环播放)。当我的节点出现时,我的节点会播放我的视频,即使它处于暂停状态。如果我的视频播放完毕,出现在视线范围内,它会重新开始。我想删除此行为。

在我的应用程序中,我使用 SCNNode 对象和 SCNGeometry 对象从 3D Space 内部的 AVPlayer(:URL) 创建了一个 SKVideoNode。我使用 ARKit .ImageTracking 来确定何时找到特定图像,并从那里播放视频。一切都很好,但播放器决定在自己的时间播放,每次 AVPlayer 出现时;然而,它可能是在 ARImageAnchorSCNNode 所附的任何时候出现的时候。无论哪种方式,每次节点进入相机镜头时都会播放 AVPlayer。我用

override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
    if(keyPath == "rate") {
        print((object as! AVPlayer).rate)
    }
}

打印出汇率,原来是1,结果是0。

我使用 player.pause() 或 player.play() 和 none 为我的所有函数打印了某种打印函数 print("Play")每当上述汇率发生变化时,都会调用其中的一个。我怎样才能找到改变播放器速率的来源?

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,似乎只有 1 个。

关于为什么 SKVideoNode/AVPlayer 在 SCNNode 使用 ARKit 进入相机视线时播放的任何想法?提前致谢!

编辑1:

制定了一个解决方法,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)

然后在下一个函数中,我输入

@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
        }
    }
}

其中 videoPlayer3D 是包含 SKVideoNode 的 SCNNode

但是,我在上面标记为 "HERE" 的部分收到错误 com.apple.scenekit.scnview-renderer (17): EXC_BAD_ACCESS (code=2, address=0x16d8f7ad0)。似乎场景视图的渲染器试图在渲染函数中更改我的视频节点,尽管如此,我什至没有使用 renderer(updateAtTime:) 函数,我只使用

func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {

    guard let imageAnchor = anchor as? ARImageAnchor else { return }

    createVideoNode(imageAnchor)

}

确定我何时看到图像,即 imageTracking 并创建节点。有什么建议吗?

想法 1

显示的错误表明正在从 SCNView 对象调用方法渲染器的某些方法(这是我从错误中了解到的),但我没有专门调用的节点。我认为可能会在节点即将查看时调用默认操作,但是,我不能 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,我不相信它们是从 SCNView 对象继承的(查看第 1 段以查看使用的变量)。只是想删除每次在视图中播放的节点的 "action" 。

添加:

为了跟随我的视频播放器的创建,如果有兴趣,就在这里。让我知道您是否还有其他想看的内容(不确定您还想看什么),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
}

My3dPlayer Class:

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])
    }
}

以上,我试过重置配置。这只会导致它重置看起来的平面,因为视频仍在渲染上播放。无论是暂停还是结束,它都会重置并重新开始或从中断处继续播放。

努力2:

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()
}

这会停止一切,因此相机甚至会冻结,因为没有任何东西被跟踪。在这里完全没用。

好的。所以这是一个修复。参见 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()
    }
}

在您的代码中使用这个想法。