[英]Isolate and remove horizontal rotation from CoreMotion's attitude's rotationMatrix
我正在制作類似增強現實的應用程序,其中有一個OpenGL場景,無論iOS設備如何移動,我都希望與重力保持一致。 我以為我已經使用CMDeviceMotion.attitude.pitch進行了很好的設置,直到我發現將iPhone側面傾斜會弄亂那個數字。 因此,我從pARk *示例中獲取了一些代碼,現在我試圖隔離圍繞垂直訪問的旋轉。 我正在繪制的場景並不關心用戶面對的是哪個方向,這些圖形將始終被繪制為與觀看者相距設定的距離。 我認為當我計算出垂直軸旋轉分量時,我可以將其反轉並將其乘以旋轉矩陣,以便在用戶更改航向時保持OpenGL圖形靜止不動。
這是我的代碼:
CMDeviceMotion *d = motionManager.deviceMotion;
if (d != nil) {
CMRotationMatrix r = d.attitude.rotationMatrix;
transformFromCMRotationMatrix(cameraTransform, &r);
mat4f_t projectionCameraTransform;
multiplyMatrixAndMatrix(projectionCameraTransform, projectionTransform, cameraTransform);
GLKMatrix4 rotMatrix = GLKMatrix4Make(projectionCameraTransform[0],
projectionCameraTransform[1],
projectionCameraTransform[2],
projectionCameraTransform[3],
projectionCameraTransform[4],
projectionCameraTransform[5],
projectionCameraTransform[6],
projectionCameraTransform[7],
projectionCameraTransform[8],
projectionCameraTransform[9],
projectionCameraTransform[10],
projectionCameraTransform[11],
projectionCameraTransform[12],
projectionCameraTransform[13],
projectionCameraTransform[14],
projectionCameraTransform[15]);
}
然后,像往常一樣在OpenGL中使用rotMatrix。
有想法,建議嗎? 提前致謝。
* pARk示例代碼在真實空間中設置了一些點,計算出用戶的位置和這些點的相對方向,並將其繪制在屏幕上,從而使外觀看起來像漂浮在指向其位置的地平線上。
我只是根據設備屏幕的方向繞Z軸旋轉方向。 這不是最漂亮的,但它似乎可以完全滿足我的需要,而無需回頭(從而避免了健身房鎖定問題)
GLKMatrix4 deviceMotionAttitudeMatrix;
if (_cmMotionmanager.deviceMotionActive) {
CMDeviceMotion *deviceMotion = _cmMotionmanager.deviceMotion;
// Correct for the rotation matrix not including the screen orientation:
// TODO: Let the device notify me when the orientation changes instead of querying on each update.
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
float deviceOrientationRadians = 0.0f;
if (orientation == UIDeviceOrientationLandscapeLeft) {
deviceOrientationRadians = M_PI_2;
}
if (orientation == UIDeviceOrientationLandscapeRight) {
deviceOrientationRadians = -M_PI_2;
}
if (orientation == UIDeviceOrientationPortraitUpsideDown) {
deviceOrientationRadians = M_PI;
}
GLKMatrix4 baseRotation = GLKMatrix4MakeRotation(deviceOrientationRadians, 0.0f, 0.0f, 1.0f);
CMRotationMatrix a = deviceMotion.attitude.rotationMatrix;
deviceMotionAttitudeMatrix
= GLKMatrix4Make(a.m11, a.m21, a.m31, 0.0f,
a.m12, a.m22, a.m32, 0.0f,
a.m13, a.m23, a.m33, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
deviceMotionAttitudeMatrix = GLKMatrix4Multiply(baseRotation, deviceMotionAttitudeMatrix);
}
else
{
// Look straight forward (we're probably in the simulator, or a device without a gyro)
deviceMotionAttitudeMatrix = GLKMatrix4MakeRotation(-M_PI_2, 1.0f, 0.0f, 0.0f);
}
這是一些代碼來闡明如何使用titude.rotationMatrix
// initial model view matrix
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -5.f);
// convert CMRotationMatrix to GLKMatrix4
CMRotationMatrix r = motion.attitude.rotationMatrix;
GLKMatrix4 = GLKMatrix4Make(r.m11, r.m21, r.m31, 0.0f,
r.m12, r.m22, r.m32, 0.0f,
r.m13, r.m23, r.m33, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
// apply motion rotation matrix
modelViewMatrix = GLKMatrix4Multiply(modelViewMatrix, _motionRotationMatrix);
// apply matrix to effect
self.effect.transform.modelviewMatrix = modelViewMatrix;
我從這個答案中得到了一些提示,並提出了一個解決方案:
if (d != nil) {
GLKMatrix4 rotMatrix = GLKMatrix4MakeRotation(0, 0, 1, 0);
float pitch = d.attitude.pitch;
if (d.gravity.z > 0)
pitch = -pitch;
rotMatrix = GLKMatrix4Rotate(rotMatrix, pitch, -1, 0, 0);
rotMatrix = GLKMatrix4Rotate(rotMatrix, d.attitude.roll, 0, -1, 0);
rotMatrix = GLKMatrix4Rotate(rotMatrix, d.attitude.yaw, 0, 0, -1);
rotMatrix = GLKMatrix4Multiply(rotMatrix, GLKMatrix4MakeRotation(M_PI/2, 1, 0, 0));
}
但是,當手機接近垂直時,此雜草叢生。 所以我還在找。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.