Looking through different web sites and analyzing different resources I found out that for playing 360 videos on the iPhone you should use 3-d party lib (Panorama
). But I'm really interested in how it is possible to do it by your own. Because standard iOS elements does not support such functionality.
Please give some advices about approaches that should i use to create own player for 360 videos.
You can do it using scenekit, without any external libraries or dependencies.
Create a SCNScene and map your camera to the device movements. The cameras are a bit offsetted as so to map one per eye and create a 3D stereoscopic effect.
override func viewDidLoad() {
super.viewDidLoad()
leftSceneView?.backgroundColor = UIColor.blackColor()
rightSceneView?.backgroundColor = UIColor.whiteColor()
// Create Scene
scene = SCNScene()
leftSceneView?.scene = scene
rightSceneView?.scene = scene
// Create cameras
let camX = 0.0 as Float
let camY = 0.0 as Float
let camZ = 0.0 as Float
let zFar = 50.0
let leftCamera = SCNCamera()
let rightCamera = SCNCamera()
leftCamera.zFar = zFar
rightCamera.zFar = zFar
let leftCameraNode = SCNNode()
leftCameraNode.camera = leftCamera
leftCameraNode.position = SCNVector3(x: camX - 0.5, y: camY, z: camZ)
let rightCameraNode = SCNNode()
rightCameraNode.camera = rightCamera
rightCameraNode.position = SCNVector3(x: camX + 0.5, y: camY, z: camZ)
camerasNode = SCNNode()
camerasNode!.position = SCNVector3(x: camX, y:camY, z:camZ)
camerasNode!.addChildNode(leftCameraNode)
camerasNode!.addChildNode(rightCameraNode)
camerasNode!.eulerAngles = SCNVector3Make(degreesToRadians(-90.0), 0, 0)
cameraRollNode = SCNNode()
cameraRollNode!.addChildNode(camerasNode!)
cameraPitchNode = SCNNode()
cameraPitchNode!.addChildNode(cameraRollNode!)
cameraYawNode = SCNNode()
cameraYawNode!.addChildNode(cameraPitchNode!)
scene!.rootNode.addChildNode(cameraYawNode!)
leftSceneView?.pointOfView = leftCameraNode
rightSceneView?.pointOfView = rightCameraNode
// Respond to user head movement. Refreshes the position of the camera 60 times per second.
motionManager = CMMotionManager()
motionManager?.deviceMotionUpdateInterval = 1.0 / 60.0
motionManager?.startDeviceMotionUpdatesUsingReferenceFrame(CMAttitudeReferenceFrame.XArbitraryZVertical)
leftSceneView?.delegate = self
leftSceneView?.playing = true
rightSceneView?.playing = true
}
Update the camera position in the sceneRenderer:
func renderer(aRenderer: SCNSceneRenderer, updateAtTime time: NSTimeInterval){
// Render the scene
dispatch_async(dispatch_get_main_queue()) { () -> Void in
if let mm = self.motionManager, let motion = mm.deviceMotion {
let currentAttitude = motion.attitude
var orientationMultiplier = 1.0
if(UIApplication.sharedApplication().statusBarOrientation == UIInterfaceOrientation.LandscapeRight){ orientationMultiplier = -1.0}
self.cameraRollNode!.eulerAngles.x = Float(currentAttitude.roll * orientationMultiplier)
self.cameraPitchNode!.eulerAngles.z = Float(currentAttitude.pitch)
self.cameraYawNode!.eulerAngles.y = Float(currentAttitude.yaw)
}
}
}
Here is some code to add a SCNSphere displaying an AVPlayer.
func play(){
//let fileURL: NSURL? = NSURL(string: "http://www.kolor.com/360-videos-files/noa-neal-graffiti-360-music-video-full-hd.mp4")
let fileURL: NSURL? = NSURL.fileURLWithPath(NSBundle.mainBundle().pathForResource("vr", ofType: "mp4")!)
if (fileURL != nil){
videoSpriteKitNode = SKVideoNode(AVPlayer: AVPlayer(URL: fileURL!))
videoNode = SCNNode()
videoNode!.geometry = SCNSphere(radius: 30)
let spriteKitScene = SKScene(size: CGSize(width: 2500, height: 2500))
spriteKitScene.scaleMode = .AspectFit
videoSpriteKitNode!.position = CGPoint(x: spriteKitScene.size.width / 2.0, y: spriteKitScene.size.height / 2.0)
videoSpriteKitNode!.size = spriteKitScene.size
spriteKitScene.addChild(videoSpriteKitNode!)
videoNode!.geometry?.firstMaterial?.diffuse.contents = spriteKitScene
videoNode!.geometry?.firstMaterial?.doubleSided = true
// Flip video upside down, so that it's shown in the right position
var transform = SCNMatrix4MakeRotation(Float(M_PI), 0.0, 0.0, 1.0)
transform = SCNMatrix4Translate(transform, 1.0, 1.0, 0.0)
videoNode!.pivot = SCNMatrix4MakeRotation(Float(M_PI_2), 0.0, -1.0, 0.0)
videoNode!.geometry?.firstMaterial?.diffuse.contentsTransform = transform
videoNode!.position = SCNVector3(x: 0, y: 0, z: 0)
scene!.rootNode.addChildNode(videoNode!)
videoSpriteKitNode!.play()
playingVideo = true
}
}
I've put together a project on github to show how, with instructions that should be clear !
Works in VR too with a google cardboard.