ARKit add 2D Video flipped by X
up vote
1
down vote
favorite
So I have following code to create custom wall
let wall = SCNPlane(width: CGFloat(distance),
height: CGFloat(height))
wall.firstMaterial = wallMaterial()
let node = SCNNode(geometry: wall)
// always render before the beachballs
node.renderingOrder = -10
// get center point
node.position = SCNVector3(from.x + (to.x - from.x) * 0.5,
from.y + height * 0.5,
from.z + (to.z - from.z) * 0.5)
node.eulerAngles = SCNVector3(0,
-atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0.5,
0)
And Now I am adding simple SCNPlane on hit test and add video (skscene to it)
// first.node is hittest result
let node = SCNNode(geometry: SCNPlane(width: CGFloat(width) , height: CGFloat(height))
node.geometry?.firstMaterial?.isDoubleSided = true
node.geometry?.firstMaterial?.diffuse.contents = self.create2DVideoScene(xScale: first.node.eulerAngles.y < 0 ? -1 : nil)
node.position = nodesWithDistance.previous.node.mainNode.position
node.eulerAngles = first.node.eulerAngles
Here How I created 2d node
/// Creates 2D video scene
private func create2DVideoScene (xScale:CGFloat?) -> SKScene {
var videoPlayer = AVPlayer()
if let validURL = Bundle.main.url(forResource: "video", withExtension: "mp4", subdirectory: "/art.scnassets") {
let item = AVPlayerItem(url: validURL)
videoPlayer = AVPlayer(playerItem: item)
}
let videoNode = SKVideoNode(avPlayer: videoPlayer)
videoNode.yScale *= -1
// While debug I observe that if first.node.rotation.y in - , then we need to change xScale to -1 (when wall draw from right -> left )
if let xScale = xScale {
videoNode.xScale *= xScale
}
videoNode.play()
let skScene = SKScene(size: self.sceneView.frame.size)
skScene.scaleMode = .aspectFill
skScene.backgroundColor = .green
skScene.addChild(videoNode)
videoNode.position = CGPoint(x: skScene.size.width/2, y: skScene.size.height/2)
videoNode.size = skScene.size
return skScene
}
Issue :: If I draw wall node from left to right means first point is on left side and other point on right side and draw wall between them. Then Video is flipped.
If I draw from right to left means first point is on right side and second point is on left side and draw line between them then video is perfectly fine.
To fix this I checked wall eulerAngles check the line self.create2DVideoScene
but this is not working in every area of real world
I want video should not be start flipped in front of user
EDIT
video is flipped because ofeulerAngles
is different in both case while create a wall
Angle point1 to point2 --> (0.000000 -1.000000 0.000000 3.735537)
Angle point2 to point1 -- > (0.000000 -1.000000 0.000000 0.478615)
Issue video Click here to play video
Please please provide the suggestion or solution of this issue .
Video flipped
ios swift scenekit arkit
|
show 5 more comments
up vote
1
down vote
favorite
So I have following code to create custom wall
let wall = SCNPlane(width: CGFloat(distance),
height: CGFloat(height))
wall.firstMaterial = wallMaterial()
let node = SCNNode(geometry: wall)
// always render before the beachballs
node.renderingOrder = -10
// get center point
node.position = SCNVector3(from.x + (to.x - from.x) * 0.5,
from.y + height * 0.5,
from.z + (to.z - from.z) * 0.5)
node.eulerAngles = SCNVector3(0,
-atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0.5,
0)
And Now I am adding simple SCNPlane on hit test and add video (skscene to it)
// first.node is hittest result
let node = SCNNode(geometry: SCNPlane(width: CGFloat(width) , height: CGFloat(height))
node.geometry?.firstMaterial?.isDoubleSided = true
node.geometry?.firstMaterial?.diffuse.contents = self.create2DVideoScene(xScale: first.node.eulerAngles.y < 0 ? -1 : nil)
node.position = nodesWithDistance.previous.node.mainNode.position
node.eulerAngles = first.node.eulerAngles
Here How I created 2d node
/// Creates 2D video scene
private func create2DVideoScene (xScale:CGFloat?) -> SKScene {
var videoPlayer = AVPlayer()
if let validURL = Bundle.main.url(forResource: "video", withExtension: "mp4", subdirectory: "/art.scnassets") {
let item = AVPlayerItem(url: validURL)
videoPlayer = AVPlayer(playerItem: item)
}
let videoNode = SKVideoNode(avPlayer: videoPlayer)
videoNode.yScale *= -1
// While debug I observe that if first.node.rotation.y in - , then we need to change xScale to -1 (when wall draw from right -> left )
if let xScale = xScale {
videoNode.xScale *= xScale
}
videoNode.play()
let skScene = SKScene(size: self.sceneView.frame.size)
skScene.scaleMode = .aspectFill
skScene.backgroundColor = .green
skScene.addChild(videoNode)
videoNode.position = CGPoint(x: skScene.size.width/2, y: skScene.size.height/2)
videoNode.size = skScene.size
return skScene
}
Issue :: If I draw wall node from left to right means first point is on left side and other point on right side and draw wall between them. Then Video is flipped.
If I draw from right to left means first point is on right side and second point is on left side and draw line between them then video is perfectly fine.
To fix this I checked wall eulerAngles check the line self.create2DVideoScene
but this is not working in every area of real world
I want video should not be start flipped in front of user
EDIT
video is flipped because ofeulerAngles
is different in both case while create a wall
Angle point1 to point2 --> (0.000000 -1.000000 0.000000 3.735537)
Angle point2 to point1 -- > (0.000000 -1.000000 0.000000 0.478615)
Issue video Click here to play video
Please please provide the suggestion or solution of this issue .
Video flipped
ios swift scenekit arkit
Note that in recent versions of SceneKit using aSKScene
and aSKVideoNode
is not necessary. You can directly set theAVPlayer
as the contents of aSCNMaterialProperty
instance.
– mnuages
Nov 13 at 13:47
@mnuages Thanks for comment I have already tried this. I have already added video i.e AVplayer directly but issue is drawing wall from RIGHT -> LEFT working fine but drawing LEFT -> RIGHT show AVPlayer Flipped
– Prashant Tukadiya
Nov 13 at 13:52
Issue is with -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0. but i am not able to figure it out
– Prashant Tukadiya
Nov 13 at 13:53
I don't understand what you mean by "draw from left to right" versus "draw from right to left"
– mnuages
Nov 13 at 14:35
@mnuages sorry for my bad English See the image where I written point 1 and point 2. If I draw point 1 ---> point 2 video is normal. But at same position if I draw from point 2 --> point 1 video is flipping as shown in image 2
– Prashant Tukadiya
Nov 13 at 14:45
|
show 5 more comments
up vote
1
down vote
favorite
up vote
1
down vote
favorite
So I have following code to create custom wall
let wall = SCNPlane(width: CGFloat(distance),
height: CGFloat(height))
wall.firstMaterial = wallMaterial()
let node = SCNNode(geometry: wall)
// always render before the beachballs
node.renderingOrder = -10
// get center point
node.position = SCNVector3(from.x + (to.x - from.x) * 0.5,
from.y + height * 0.5,
from.z + (to.z - from.z) * 0.5)
node.eulerAngles = SCNVector3(0,
-atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0.5,
0)
And Now I am adding simple SCNPlane on hit test and add video (skscene to it)
// first.node is hittest result
let node = SCNNode(geometry: SCNPlane(width: CGFloat(width) , height: CGFloat(height))
node.geometry?.firstMaterial?.isDoubleSided = true
node.geometry?.firstMaterial?.diffuse.contents = self.create2DVideoScene(xScale: first.node.eulerAngles.y < 0 ? -1 : nil)
node.position = nodesWithDistance.previous.node.mainNode.position
node.eulerAngles = first.node.eulerAngles
Here How I created 2d node
/// Creates 2D video scene
private func create2DVideoScene (xScale:CGFloat?) -> SKScene {
var videoPlayer = AVPlayer()
if let validURL = Bundle.main.url(forResource: "video", withExtension: "mp4", subdirectory: "/art.scnassets") {
let item = AVPlayerItem(url: validURL)
videoPlayer = AVPlayer(playerItem: item)
}
let videoNode = SKVideoNode(avPlayer: videoPlayer)
videoNode.yScale *= -1
// While debug I observe that if first.node.rotation.y in - , then we need to change xScale to -1 (when wall draw from right -> left )
if let xScale = xScale {
videoNode.xScale *= xScale
}
videoNode.play()
let skScene = SKScene(size: self.sceneView.frame.size)
skScene.scaleMode = .aspectFill
skScene.backgroundColor = .green
skScene.addChild(videoNode)
videoNode.position = CGPoint(x: skScene.size.width/2, y: skScene.size.height/2)
videoNode.size = skScene.size
return skScene
}
Issue :: If I draw wall node from left to right means first point is on left side and other point on right side and draw wall between them. Then Video is flipped.
If I draw from right to left means first point is on right side and second point is on left side and draw line between them then video is perfectly fine.
To fix this I checked wall eulerAngles check the line self.create2DVideoScene
but this is not working in every area of real world
I want video should not be start flipped in front of user
EDIT
video is flipped because ofeulerAngles
is different in both case while create a wall
Angle point1 to point2 --> (0.000000 -1.000000 0.000000 3.735537)
Angle point2 to point1 -- > (0.000000 -1.000000 0.000000 0.478615)
Issue video Click here to play video
Please please provide the suggestion or solution of this issue .
Video flipped
ios swift scenekit arkit
So I have following code to create custom wall
let wall = SCNPlane(width: CGFloat(distance),
height: CGFloat(height))
wall.firstMaterial = wallMaterial()
let node = SCNNode(geometry: wall)
// always render before the beachballs
node.renderingOrder = -10
// get center point
node.position = SCNVector3(from.x + (to.x - from.x) * 0.5,
from.y + height * 0.5,
from.z + (to.z - from.z) * 0.5)
node.eulerAngles = SCNVector3(0,
-atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0.5,
0)
And Now I am adding simple SCNPlane on hit test and add video (skscene to it)
// first.node is hittest result
let node = SCNNode(geometry: SCNPlane(width: CGFloat(width) , height: CGFloat(height))
node.geometry?.firstMaterial?.isDoubleSided = true
node.geometry?.firstMaterial?.diffuse.contents = self.create2DVideoScene(xScale: first.node.eulerAngles.y < 0 ? -1 : nil)
node.position = nodesWithDistance.previous.node.mainNode.position
node.eulerAngles = first.node.eulerAngles
Here How I created 2d node
/// Creates 2D video scene
private func create2DVideoScene (xScale:CGFloat?) -> SKScene {
var videoPlayer = AVPlayer()
if let validURL = Bundle.main.url(forResource: "video", withExtension: "mp4", subdirectory: "/art.scnassets") {
let item = AVPlayerItem(url: validURL)
videoPlayer = AVPlayer(playerItem: item)
}
let videoNode = SKVideoNode(avPlayer: videoPlayer)
videoNode.yScale *= -1
// While debug I observe that if first.node.rotation.y in - , then we need to change xScale to -1 (when wall draw from right -> left )
if let xScale = xScale {
videoNode.xScale *= xScale
}
videoNode.play()
let skScene = SKScene(size: self.sceneView.frame.size)
skScene.scaleMode = .aspectFill
skScene.backgroundColor = .green
skScene.addChild(videoNode)
videoNode.position = CGPoint(x: skScene.size.width/2, y: skScene.size.height/2)
videoNode.size = skScene.size
return skScene
}
Issue :: If I draw wall node from left to right means first point is on left side and other point on right side and draw wall between them. Then Video is flipped.
If I draw from right to left means first point is on right side and second point is on left side and draw line between them then video is perfectly fine.
To fix this I checked wall eulerAngles check the line self.create2DVideoScene
but this is not working in every area of real world
I want video should not be start flipped in front of user
EDIT
video is flipped because ofeulerAngles
is different in both case while create a wall
Angle point1 to point2 --> (0.000000 -1.000000 0.000000 3.735537)
Angle point2 to point1 -- > (0.000000 -1.000000 0.000000 0.478615)
Issue video Click here to play video
Please please provide the suggestion or solution of this issue .
Video flipped
ios swift scenekit arkit
ios swift scenekit arkit
edited Nov 14 at 10:53
asked Nov 13 at 13:42
Prashant Tukadiya
6,74721746
6,74721746
Note that in recent versions of SceneKit using aSKScene
and aSKVideoNode
is not necessary. You can directly set theAVPlayer
as the contents of aSCNMaterialProperty
instance.
– mnuages
Nov 13 at 13:47
@mnuages Thanks for comment I have already tried this. I have already added video i.e AVplayer directly but issue is drawing wall from RIGHT -> LEFT working fine but drawing LEFT -> RIGHT show AVPlayer Flipped
– Prashant Tukadiya
Nov 13 at 13:52
Issue is with -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0. but i am not able to figure it out
– Prashant Tukadiya
Nov 13 at 13:53
I don't understand what you mean by "draw from left to right" versus "draw from right to left"
– mnuages
Nov 13 at 14:35
@mnuages sorry for my bad English See the image where I written point 1 and point 2. If I draw point 1 ---> point 2 video is normal. But at same position if I draw from point 2 --> point 1 video is flipping as shown in image 2
– Prashant Tukadiya
Nov 13 at 14:45
|
show 5 more comments
Note that in recent versions of SceneKit using aSKScene
and aSKVideoNode
is not necessary. You can directly set theAVPlayer
as the contents of aSCNMaterialProperty
instance.
– mnuages
Nov 13 at 13:47
@mnuages Thanks for comment I have already tried this. I have already added video i.e AVplayer directly but issue is drawing wall from RIGHT -> LEFT working fine but drawing LEFT -> RIGHT show AVPlayer Flipped
– Prashant Tukadiya
Nov 13 at 13:52
Issue is with -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0. but i am not able to figure it out
– Prashant Tukadiya
Nov 13 at 13:53
I don't understand what you mean by "draw from left to right" versus "draw from right to left"
– mnuages
Nov 13 at 14:35
@mnuages sorry for my bad English See the image where I written point 1 and point 2. If I draw point 1 ---> point 2 video is normal. But at same position if I draw from point 2 --> point 1 video is flipping as shown in image 2
– Prashant Tukadiya
Nov 13 at 14:45
Note that in recent versions of SceneKit using a
SKScene
and a SKVideoNode
is not necessary. You can directly set the AVPlayer
as the contents of a SCNMaterialProperty
instance.– mnuages
Nov 13 at 13:47
Note that in recent versions of SceneKit using a
SKScene
and a SKVideoNode
is not necessary. You can directly set the AVPlayer
as the contents of a SCNMaterialProperty
instance.– mnuages
Nov 13 at 13:47
@mnuages Thanks for comment I have already tried this. I have already added video i.e AVplayer directly but issue is drawing wall from RIGHT -> LEFT working fine but drawing LEFT -> RIGHT show AVPlayer Flipped
– Prashant Tukadiya
Nov 13 at 13:52
@mnuages Thanks for comment I have already tried this. I have already added video i.e AVplayer directly but issue is drawing wall from RIGHT -> LEFT working fine but drawing LEFT -> RIGHT show AVPlayer Flipped
– Prashant Tukadiya
Nov 13 at 13:52
Issue is with -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0. but i am not able to figure it out
– Prashant Tukadiya
Nov 13 at 13:53
Issue is with -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0. but i am not able to figure it out
– Prashant Tukadiya
Nov 13 at 13:53
I don't understand what you mean by "draw from left to right" versus "draw from right to left"
– mnuages
Nov 13 at 14:35
I don't understand what you mean by "draw from left to right" versus "draw from right to left"
– mnuages
Nov 13 at 14:35
@mnuages sorry for my bad English See the image where I written point 1 and point 2. If I draw point 1 ---> point 2 video is normal. But at same position if I draw from point 2 --> point 1 video is flipping as shown in image 2
– Prashant Tukadiya
Nov 13 at 14:45
@mnuages sorry for my bad English See the image where I written point 1 and point 2. If I draw point 1 ---> point 2 video is normal. But at same position if I draw from point 2 --> point 1 video is flipping as shown in image 2
– Prashant Tukadiya
Nov 13 at 14:45
|
show 5 more comments
1 Answer
1
active
oldest
votes
up vote
0
down vote
I have fixed issue with temporary solution still looking for a better one
Issue is of wall. wall is flipped other side of camera when draw from right to left direction. I have figure it out by setting isDoubleSided = false and by applying a image as diffuse contents which has text and I can see that image is flipped itself.
I have tried many things but this one helps me
- Normalize vector
- Find the cross between to SCNVectors
- If y > 0 I just swapped from and to Value
Code
let normalizedTO = to.normalized()
let normalizedFrom = from.normalized()
let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)
var from = from
var to = to
if angleBetweenTwoVectors.y > 0 {
let temp = from
from = to
to = temp
}
// Inside extension of SCNVector3
func normalized() -> SCNVector3 {
if self.length() == 0 {
return self
}
return self / self.length()
}
func cross(_ vec: SCNVector3) -> SCNVector3 {
return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
}
Hope it is helpful. If anyone know better solution please answer it.
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
0
down vote
I have fixed issue with temporary solution still looking for a better one
Issue is of wall. wall is flipped other side of camera when draw from right to left direction. I have figure it out by setting isDoubleSided = false and by applying a image as diffuse contents which has text and I can see that image is flipped itself.
I have tried many things but this one helps me
- Normalize vector
- Find the cross between to SCNVectors
- If y > 0 I just swapped from and to Value
Code
let normalizedTO = to.normalized()
let normalizedFrom = from.normalized()
let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)
var from = from
var to = to
if angleBetweenTwoVectors.y > 0 {
let temp = from
from = to
to = temp
}
// Inside extension of SCNVector3
func normalized() -> SCNVector3 {
if self.length() == 0 {
return self
}
return self / self.length()
}
func cross(_ vec: SCNVector3) -> SCNVector3 {
return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
}
Hope it is helpful. If anyone know better solution please answer it.
add a comment |
up vote
0
down vote
I have fixed issue with temporary solution still looking for a better one
Issue is of wall. wall is flipped other side of camera when draw from right to left direction. I have figure it out by setting isDoubleSided = false and by applying a image as diffuse contents which has text and I can see that image is flipped itself.
I have tried many things but this one helps me
- Normalize vector
- Find the cross between to SCNVectors
- If y > 0 I just swapped from and to Value
Code
let normalizedTO = to.normalized()
let normalizedFrom = from.normalized()
let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)
var from = from
var to = to
if angleBetweenTwoVectors.y > 0 {
let temp = from
from = to
to = temp
}
// Inside extension of SCNVector3
func normalized() -> SCNVector3 {
if self.length() == 0 {
return self
}
return self / self.length()
}
func cross(_ vec: SCNVector3) -> SCNVector3 {
return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
}
Hope it is helpful. If anyone know better solution please answer it.
add a comment |
up vote
0
down vote
up vote
0
down vote
I have fixed issue with temporary solution still looking for a better one
Issue is of wall. wall is flipped other side of camera when draw from right to left direction. I have figure it out by setting isDoubleSided = false and by applying a image as diffuse contents which has text and I can see that image is flipped itself.
I have tried many things but this one helps me
- Normalize vector
- Find the cross between to SCNVectors
- If y > 0 I just swapped from and to Value
Code
let normalizedTO = to.normalized()
let normalizedFrom = from.normalized()
let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)
var from = from
var to = to
if angleBetweenTwoVectors.y > 0 {
let temp = from
from = to
to = temp
}
// Inside extension of SCNVector3
func normalized() -> SCNVector3 {
if self.length() == 0 {
return self
}
return self / self.length()
}
func cross(_ vec: SCNVector3) -> SCNVector3 {
return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
}
Hope it is helpful. If anyone know better solution please answer it.
I have fixed issue with temporary solution still looking for a better one
Issue is of wall. wall is flipped other side of camera when draw from right to left direction. I have figure it out by setting isDoubleSided = false and by applying a image as diffuse contents which has text and I can see that image is flipped itself.
I have tried many things but this one helps me
- Normalize vector
- Find the cross between to SCNVectors
- If y > 0 I just swapped from and to Value
Code
let normalizedTO = to.normalized()
let normalizedFrom = from.normalized()
let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)
var from = from
var to = to
if angleBetweenTwoVectors.y > 0 {
let temp = from
from = to
to = temp
}
// Inside extension of SCNVector3
func normalized() -> SCNVector3 {
if self.length() == 0 {
return self
}
return self / self.length()
}
func cross(_ vec: SCNVector3) -> SCNVector3 {
return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
}
Hope it is helpful. If anyone know better solution please answer it.
answered Nov 15 at 6:19
Prashant Tukadiya
6,74721746
6,74721746
add a comment |
add a comment |
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Note that in recent versions of SceneKit using a
SKScene
and aSKVideoNode
is not necessary. You can directly set theAVPlayer
as the contents of aSCNMaterialProperty
instance.– mnuages
Nov 13 at 13:47
@mnuages Thanks for comment I have already tried this. I have already added video i.e AVplayer directly but issue is drawing wall from RIGHT -> LEFT working fine but drawing LEFT -> RIGHT show AVPlayer Flipped
– Prashant Tukadiya
Nov 13 at 13:52
Issue is with -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0. but i am not able to figure it out
– Prashant Tukadiya
Nov 13 at 13:53
I don't understand what you mean by "draw from left to right" versus "draw from right to left"
– mnuages
Nov 13 at 14:35
@mnuages sorry for my bad English See the image where I written point 1 and point 2. If I draw point 1 ---> point 2 video is normal. But at same position if I draw from point 2 --> point 1 video is flipping as shown in image 2
– Prashant Tukadiya
Nov 13 at 14:45