iosswiftsprite-kitvideo-streamingskvideonode

SKVideoNode only on a small part of SCNSphere


I'm using SKVideoNode as a material for my sphere for 360 video, but it only renders the video on the xy positive part of the sphere, I'm streaming the video from a URL it's a .m3u8 for reference see - SKVideoNode as texture for SCNSphere Multiple people seem to be having the same issue as me

func makeSphere() {

    let sceneView = SCNView(frame: self.view.frame);
    self.view.addSubview(sceneView);

    var screenSize: CGRect = UIScreen.mainScreen().bounds;

    var screenWidth = screenSize.width;
    var screenHeight = screenSize.height;

    sceneView.frame.size.height = screenHeight * 1;
    sceneView.frame.size.width = screenWidth * 1;
    sceneView.center.x = screenWidth * 0.5;

    let scene = SCNScene();
    sceneView.scene = scene;

    sphereGeometry = SCNSphere(radius: 5);

    sphereNode = SCNNode(geometry: sphereGeometry);

    sphereNode.position = SCNVector3(x: 0, y: 0, z: 0);

    sphereGeometry.segmentCount = 55;

    constraint = SCNLookAtConstraint(target: sphereNode);

    let camera = SCNCamera();
    let cameraNode = SCNNode();
    cameraNode.camera = camera;
    cameraNode.position = SCNVector3(x: 0, y: 0, z: 0);

    let light = SCNLight();
    light.type = SCNLightTypeOmni;
    let lightNode = SCNNode();
    lightNode.light = light;
    lightNode.position = SCNVector3(x: 0, y: 0, z: 0);

    cameraNode.constraints = [constraint];

    scene.rootNode.addChildNode(cameraNode);
    scene.rootNode.addChildNode(sphereNode);

    let videoMaterial = SCNMaterial();

    let path = "http://video-url.m3u8";
    let url  = NSURL(string: path);
    let asset = AVURLAsset(URL: url!,options: nil);
    let playerItem = AVPlayerItem(asset: asset);
    let player = AVPlayer(playerItem: playerItem);
    let videoNode = SKVideoNode(AVPlayer: player);

    let size = CGFloat(100.0);
    let spriteScene = SKScene(size: CGSizeMake(size,size));
    videoNode.size.width = size;
    videoNode.size.height = size;
    spriteScene.addChild(videoNode);


    videoMaterial.diffuse.contents = spriteScene;
    videoMaterial.specular.contents = UIColor.redColor();
    videoMaterial.shininess = 1.0;
    videoMaterial.doubleSided = true;

    sphereGeometry.materials = [videoMaterial];
    videoNode.play();

    }

You can use the code above to reproduce my problem, if it makes a difference, when I display an image it works just fine.

EDIT

Using videoMaterial.diffuse.contents.transfom(SCNMatrix4MakeScale(0,-1,1)); and videoMaterial.diffuse.wrapT = SCNWrapMode.Repeat; causes the video to be project on the lower half of the sphere, but instead of appearing correctly all I can see is stretched rings, changing the WrapMode makes it so that the iOS 6 screen only shows 1 colour.

Using videoMaterial.diffuse.contents.transfom(SCNMatrix4MakeScale(1,0,1)); and videoMaterial.diffuse.wrapT = SCNWrapMode.Repeat; renders the video on the left side of the sphere, but stretches the texture / video.


Solution

  • It's hard to say specifically what's going wrong, but I have a working solution here: https://github.com/alfiehanssen/ThreeSixtyPlayer

    It uses an SKVideoNode for both monoscopic and stereoscopic spherical 360 video.

    I do notice that you're not setting the position or anchorPoint of your SKScene, and this is something I believe you must do in order to get the SKVideoNode (material) positioned properly.