我正在玩一个使用SpriteKit的360度视频播放器,SceneKit and CoreMotion.播放器到目前为止工作,但视频总是放大一点。看起来相机位置不在(0,0,0),但在Z轴上有点不对。不幸的是,我还没有找到一种方法来调整它。要重现此行为,只需在视频播放和捏缩放时点按屏幕即可。这样可以通过手势控制相机,双击可以通过设备返回相机控制。
import UIKit
import SceneKit
import CoreMotion
import SpriteKit
import AVFoundation
class Video360VC: UIViewController {
let motionManager = CMMotionManager()
let cameraNode = SCNNode()
@IBOutlet weak var sceneView: SCNView!
@IBAction func exitBtnClicked(_ sender: Any) {
performSegueToReturnBack()
}
func createSphereNode(material: AnyObject?) -> SCNNode {
let sphere = SCNSphere(radius: 20.0)
sphere.firstMaterial!.isDoubleSided = true
sphere.firstMaterial!.diffuse.contents = material
let sphereNode = SCNNode(geometry: sphere)
sphereNode.position = SCNVector3Make(0,0,0)
sphereNode.rotation = SCNVector4Make(1, 0, 0, Float.pi)
return sphereNode
}
func configureScene(node sphereNode: SCNNode) {
// Set the scene
let scene = SCNScene()
sceneView.scene = scene
sceneView.showsStatistics = true
sceneView.allowsCameraControl = true
// Camera, ...
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3Make(0, 0, 0)
scene.rootNode.addChildNode(sphereNode)
scene.rootNode.addChildNode(cameraNode)
}
func startCameraTracking() {
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
motionManager.startDeviceMotionUpdates(to: OperationQueue.main) {
[weak self](data: CMDeviceMotion?, error: Error?) in
guard let data = data else { return }
let attitude: CMAttitude = data.attitude
self?.cameraNode.eulerAngles = SCNVector3Make(- Float(attitude.roll + Double.pi/2), Float(attitude.yaw), -Float(attitude.pitch))
}
}
override func viewDidLoad() {
super.viewDidLoad()
guard let fileURL = Bundle.main.url(forResource: "360Test2", withExtension: "mp4") else {
print("Video File not found")
return
}
let player = AVPlayer(url: fileURL)
let videoNode = SKVideoNode(avPlayer: player)
let size = CGSize(width: 1280, height: 720)
videoNode.size = size
videoNode.position = CGPoint(x: size.width/2, y: size.height/2)
let spriteScene = SKScene(size: size)
spriteScene.scaleMode = .resizeFill
spriteScene.addChild(videoNode)
let sphereNode = createSphereNode(material:spriteScene)
configureScene(node: sphereNode)
guard motionManager.isDeviceMotionAvailable else {
fatalError("Device motion is not available")
}
startCameraTracking()
player.play()
}
override func viewWillAppear(_ animated: Bool) {
self.sceneView.play(self)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
答案 0 :(得分:1)
从你的解释中我可以收集的是,你所谓的Field of View
有问题。它可能看起来像是zoomed
,但实际上并非如此。在相机中查找FOV设置尝试设置为90度。