我正在使用Unity3D创建一个应用程序,它使用GPS坐标在3D世界中放置一个“东西”,当你走近它的真实世界时,你会发现它越来越近了。有点像PokemonGO
所以问题是: 我设法将对象放置在正确的位置和距离,使用函数dist(lat1,lon1,lat2,lon2),它给出了2坐标之间的距离(见下文)。
我接下来要做的是让场景围绕Y轴转动以向北(Z轴+应指向北)。我该怎么做?
我做的是这个:
float xx = dist (0, Tlon, 0, lon), zz = dist (Tlat, 0, lat, 0);
Vector3 position = new Vector3 (xx, 0, zz);
position.Normalize ();
float beta = Mathf.Acos(position.z) * Mathf.Rad2Deg;
position = Quaternion.Euler (0,beta-Input.compass.trueHeading,0)*position;
transform.position = position;
但它确实很奇怪,“正确”的位置在我右边和左边(为什么?idk)
{dist函数,用于计算2个坐标之间的距离:}
float dist(float lat1, float lon1, float lat2, float lon2){ // generally used geo measurement function
var R = 6378.137; // Radius of earth in KM
var dLat = (lat2 - lat1) * Mathf.PI / 180;
var dLon = (lon2 - lon1) * Mathf.PI / 180;
var a = Mathf.Sin(dLat/2) * Mathf.Sin(dLat/2) +
Mathf.Cos(lat1 * Mathf.PI / 180) * Mathf.Cos(lat2 * Mathf.PI / 180) *
Mathf.Sin(dLon/2) * Mathf.Sin(dLon/2);
var c = 2 * Mathf.Atan2(Mathf.Sqrt(a), Mathf.Sqrt(1-a));
var d = R * c;
return (float)(d * 1000); // meters
}
答案 0 :(得分:1)
最简单的方法是,如果您将每个地图对象指定为空作为父项,然后旋转。这样,您只需将transform.rotation = Quaternion.Euler (0,Input.compass.trueHeading,0)
设置为空
Input.compass.trueHeading
- 以度为单位的标题 地理北极
查看您的代码,它应该如下所示:
float xx = dist (0, Tlon, 0, lon), zz = dist (Tlat, 0, lat, 0);
Vector3 position = new Vector3 (xx, 0, zz);
position.Normalize ();
position = Quaternion.AngleAxis(Input.compass.trueHeading, Vector3.up) * position;
transform.position = position;
EDIT。我不知道为什么在例子中是减号,也许它应该在我的代码中。
transform.rotation = Quaternion.Euler(0,-Input.compass.trueHeading, 0);
答案 1 :(得分:1)
我实际上找到了我自己的问题的解决方案,那就是:
我取三角洲(统一北(z =轴)和实际地理北极之间的差异)
if (delta == 0 && (gcb.activeSelf||head.transform.eulerAngles.y!=0)) {
Vector3 fwd = new Vector3 (0, 0, 1);
Vector3 north = Quaternion.Euler (0, Input.compass.trueHeading, 0) * fwd;
delta = SignedAngle(fwd,north) + (360-head.transform.eulerAngles.y);
}
然后我计算unityNorth和元素放置位置之间的角度:
float xx = dist (0, Tlon, 0, lon), zz = dist (Tlat, 0, lat, 0);
Vector3 position = new Vector3 (xx, 0, zz); //the position of the target if unityNorth and actual geoNorth were the same
position.Normalize ();
Vector3 unityN = new Vector3 (0,0,1); // unity north
angoloTrgt = Vector3.Angle (unityN, position);
position *= MIN_CUBE_DIST;
target.transform.position = new Vector3 (0,0,MIN_CUBE_DIST);
然后将对象放置在正确的角度
bollettino.transform.RotateAround (Vector3.zero, Vector3.up, angoloTrgt - old_compass-delta);
其中old_compass是场景加载时Input.compass.trueHeading的值