我尝试在左右轴和上下轴之间的两个deviceorientation
事件之间进行方向更改,这些轴通常被定义为电话x
和y
轴(https://developer.mozilla.org/en-US/docs/Web/Guide/Events/Orientation_and_motion_data_explained)
即在t1
和t2
之间,这些电话轴从(x1, y1)
移动到(x2, y2)
,它想要(angle(x2-x1), angle(y1-y2))
。< / p>
当设备处于纵向模式时(与横向模式相反),这些轴似乎对应于beta
和gamma
。然而,当手机垂直(底部朝向地面)时,gamma
值变得非常不稳定,并从90度跳到-90度(在同一时刻,alpha跳跃180度)你可以很容易地看到here on your phone
我想避免这种情况,并且还要获得360范围内的值。以下是我到目前为止的情况:
// assuming portrait mode
var beta0, gamma0;
window.addEventListener('deviceorientation', function(orientation) {
if (typeof beta0 === 'undefined') {
beta0 = beta;
gamma0 = gamma;
}
console.log('user has moved to the left by', gamma - gamma0, ' and to the top by', beta - beta0);
});
当设备大部分处于水平状态时可以正常工作,而当设备处于垂直状态时则完全无效
答案 0 :(得分:6)
好的。首先,设备方向输入的简单说明:
绝对坐标系(X, Y, Z)
使X
为东,Y
为北,Z
为向上。设备相对坐标系(x, y, z)
是x
是正确的,y
是顶部,z
是向上的。然后,方向角(alpha, beta, gamma)
是描述三个简单旋转连续的角度,这些旋转将(X, Y, Z)
更改为(x, y, z)
,如下所示:
Z
alpha
度旋转(X, Y, Z)
度,(X', Y', Z')
= Z'
Z
转换为X'
beta
(X', Y', Z')
度旋转(X'', Y'', Z'')
度,X''
= X'
Y''
转换为gamma
(X'', Y'', Z'')
(x, y, z)
度旋转y
度,Y''
= Z-X'-Y''
[ cC 0 sC ] [ 1 0 0 ] [ cA -sA 0 ]
R(A, B, C) = Ry(C)*Rx(B)*Rz(A) = | 0 1 0 |*| 0 cB -sB |*[ sA cA 0 ]
[ -sC 0 cC ] [ 0 sB cB ] [ 0 0 1 ]
转换为A, B, C
(它们被称为alpha, beta, gamma
类型的内在Tait-Bryan角度
现在我们可以通过组合简单的旋转矩阵来获得相应的旋转矩阵,每个旋转矩阵对应于三个旋转中的一个。
s, c
其中sin, cos
是y
的缩写,x
的缩写为(x, y, z)
。
现在,我们感兴趣的是两个位置(x', y', z')
和{{1}之间的左右((A, B, C)
轴)和自上而下((A', B', C')
轴)旋转增量的角度对应于方向(x', y', z')
和(x, y, z)
R(A', B', C') * R(A, B, C)^-1 = R(A', B', C') * R(A, B, C)^T
的{{1}}坐标由z' = p*x + q*y + r*z
给出,因为逆是正交(旋转)矩阵的转置。最后,如果p
,那些旋转的角度在左右轴周围为q
,在自上而下的周围为asin(p)
(对于小角度,这是假设频繁定向的情况)更新,否则asin(r)
和/*
* gl-matrix is a nice library that handles rotation stuff efficiently
* The 3x3 matrix is a 9 element array
* such that indexes 0-2 correspond to the first column, 3-5 to the second column and 6-8 to the third
*/
import {mat3} from 'gl-matrix';
let _x, _y, _z;
let cX, cY, cZ, sX, sY, sZ;
/*
* return the rotation matrix corresponding to the orientation angles
*/
const fromOrientation = function(out, alpha, beta, gamma) {
_z = alpha;
_x = beta;
_y = gamma;
cX = Math.cos( _x );
cY = Math.cos( _y );
cZ = Math.cos( _z );
sX = Math.sin( _x );
sY = Math.sin( _y );
sZ = Math.sin( _z );
out[0] = cZ * cY + sZ * sX * sY, // row 1, col 1
out[1] = cX * sZ, // row 2, col 1
out[2] = - cZ * sY + sZ * sX * cY , // row 3, col 1
out[3] = - cY * sZ + cZ * sX * sY, // row 1, col 2
out[4] = cZ * cX, // row 2, col 2
out[5] = sZ * sY + cZ * cY * sX, // row 3, col 2
out[6] = cX * sY, // row 1, col 3
out[7] = - sX, // row 2, col 3
out[8] = cX * cY // row 3, col 3
};
更接近真相)
所以这里有一些javascript来获取旋转矩阵:
const deg2rad = Math.PI / 180; // Degree-to-Radian conversion
let currentRotMat, previousRotMat, inverseMat, relativeRotationDelta,
totalRightAngularMovement=0, totalTopAngularMovement=0;
window.addEventListener('deviceorientation', ({alpha, beta, gamma}) => {
// init values if necessary
if (!previousRotMat) {
previousRotMat = mat3.create();
currentRotMat = mat3.create();
relativeRotationDelta = mat3.create();
fromOrientation(currentRotMat, alpha * deg2rad, beta * deg2rad, gamma * deg2rad);
}
// save last orientation
mat3.copy(previousRotMat, currentRotMat);
// get rotation in the previous orientation coordinate
fromOrientation(currentRotMat, alpha * deg2rad, beta * deg2rad, gamma * deg2rad);
mat3.transpose(inverseMat, previousRotMat); // for rotation matrix, inverse is transpose
mat3.multiply(relativeRotationDelta, currentRotMat, inverseMat);
// add the angular deltas to the cummulative rotation
totalRightAngularMovement += Math.asin(relativeRotationDelta[6]) / deg2rad;
totalTopAngularMovement += Math.asin(relativeRotationDelta[7]) / deg2rad;
}
现在我们得到了角度增量:
_z = alpha;
_x = beta;
_y = gamma;
最后,考虑到屏幕方向,我们必须更换
const getScreenOrientation = () => {
switch (window.screen.orientation || window.screen.mozOrientation) {
case 'landscape-primary':
return 90;
case 'landscape-secondary':
return -90;
case 'portrait-secondary':
return 180;
case 'portrait-primary':
return 0;
}
if (window.orientation !== undefined)
return window.orientation;
};
const screenOrientation = getScreenOrientation();
_z = alpha;
if (screenOrientation === 90) {
_x = - gamma;
_y = beta;
}
else if (screenOrientation === -90) {
_x = gamma;
_y = - beta;
}
else if (screenOrientation === 180) {
_x = - beta;
_y = - gamma;
}
else if (screenOrientation === 0) {
_x = beta;
_y = gamma;
}
通过
static
请注意,累积的左右和上下角度将取决于用户选择的路径,并且无法直接从设备方向推断,但必须通过移动进行跟踪。您可以通过不同的动作到达相同的位置:
方法1:
方法2: