我正在使用CMDeviceMotion和态度的四元数来获得音高和偏航值,然后将这些值应用到Cocos3D场景中的CC3Camera以旋转相机
#define RadiansToDegrees(x) ((180 / M_PI) * x)
- (void)initializeScene
{
//...
CC3Camera *cam = [CC3Camera nodeWithName:@"Camera"];
cam.location = cc3v(0, 10, 0.0001);
cam.targetLocation = cc3v(0, 0, 0);
_cameraBoom = [CC3Node nodeWithName:@"CameraBoom"];
_cameraBoom.location = cc3v(0, 0, 0);
[_cameraBoom addChild:cam];
[self addChild:_cameraBoom];
[self setActiveCamera:cam];
_cameraBoom.rotation = cc3v(0, 90, 0);
//...
_motionManager = [[CMMotionManager alloc] init];
_referenceAttitude = nil;
_initialCameraRotation = _cameraBoom.rotation;
[self enableMotion];
}
- (void)enableMotion
{
CMDeviceMotion *deviceMotion = _motionManager.deviceMotion;
_referenceAttitude = deviceMotion.attitude;
_initialCameraRotation = _cameraBoom.rotation;
[_motionManager startDeviceMotionUpdates];
if (!_gyroTimer) {
_gyroTimer = [NSTimer scheduledTimerWithTimeInterval:1 / 30.0
target:self
selector:@selector(doGyroUpdate)
userInfo:nil
repeats:YES];
}
}
- (void)doGyroUpdate
{
CMDeviceMotion *deviceMotion = _motionManager.deviceMotion;
CMAttitude *attitude = deviceMotion.attitude;
if (_referenceAttitude != nil) {
[attitude multiplyByInverseOfAttitude:_referenceAttitude];
}
CMQuaternion quat = attitude.quaternion;
double pitch = RadiansToDegrees(atan2(2 * (quat.x * quat.w + quat.y * quat.z), 1 - 2 * (quat.x * quat.x + quat.z * quat.z)));
double yaw = RadiansToDegrees(asin(2 * (quat.x * quat.y + quat.w * quat.z)));
_cameraBoom.rotation = CC3VectorAdd(_initialCameraRotation, cc3v(pitch, yaw, 0));
}
音高在[-π,π]范围内。当设备面朝上时,音高= 0,当我从桌子上取下设备并指向它拍照时(纵向模式),它变为π/ 2。 [-π,π]范围使我能够将设备旋转360°。面朝下时(即设备颠倒),音高值为π。
偏航范围仅为[-π/ 2,π/ 2]。它从0开始,当我向左旋转设备时,它变为π/ 2。但如果我将其旋转超过π/ 2,则偏航值开始减小。
我可以获得范围[-π,π]中的偏航值,就像俯仰一样吗?能够将摄像机侧向旋转180°(左侧)会更有用在右边,有一个完整的360°视图)而不是垂直翻转设备,以便用相机看后面。
答案 0 :(得分:0)
以下是我最终使用内置函数完成的工作:
- (void)doGyroUpdate
{
CMDeviceMotion *deviceMotion = _motionManager.deviceMotion;
CMAttitude *attitude = deviceMotion.attitude;
if (_referenceAttitude != nil) {
[attitude multiplyByInverseOfAttitude:_referenceAttitude];
}
CMQuaternion quat = attitude.quaternion;
CC3Quaternion cc3Quat = CC3QuaternionMake(quat.x, quat.y, quat.z, quat.w);
CC3Vector rot = CC3RotationFromQuaternion(cc3Quat);
_cameraBoom.rotation = cc3v(-rot.x, -rot.z, rot.y);
}
结果:
像这样旋转相机使您可以环顾天空盒,就像通常通过设备的后置摄像头看世界一样。我的CC3Camera对象位于一个球体内部,内部有一个HDRi图像映射到它上面(参见this帖子)。
平滑旋转相机:
[_cameraBoom runAction:[CC3ActionRotateTo actionWithDuration:0.15 rotateTo:cc3v(-rot.x, -rot.z, rot.y)]];
希望这也有助于其他人。