我需要获取手机面向的方向与水平线之间的角度θ(请参见图片)。
为此,我正在使用web-vr polyfill库,该库允许我访问VRPose.orientation,即相机作为四元数的方向。
现在,我正在尝试将四元数转换为欧拉角,以便能够获得所需的 theta 角,但是通过尝试,该角并不独立于其他旋转角度(即,如果用户从其位置转过来,同时将手机保持在相同的方向,则角度 theta 会发生变化)。
这是我的代码。
var orientation = frameData.pose.orientation
var a = orientation[0]
var b = orientation[1]
var c = orientation[2]
var d = orientation[3]
var yaw, pitch, roll
roll = Math.atan(2*(a*b + c*d)/(pow2(a) - pow2(b) - pow2(c) + pow2(d)))
pitch = - Math.asin(2*(b*d - a*c))
theta = Math.atan(2*(a*d + b*c)/(pow2(a) + pow2(b) - pow2(c) - pow2(d)))
任何想法我做错了什么还是其他解决方案的建议?
谢谢
答案 0 :(得分:3)
您可以将四元数应用于单位矢量,然后计算角度:
def Hanoi(n,start_,inter_,end_):
if n==1:
end_.append(start_[-1])
start_.remove(start_[-1])
print('start_peg , inter_peg, end_peg :{}\t{}\t{}'.format(start_,inter_,end_))
else:
Hanoi(n-1,start_,end_,inter_)
Hanoi(1,start_,inter_,end_)
Hanoi(n-1,inter_,start_,end_)
# it's possible to use any input variable name
n=3
a=list(range(n,0,-1))
b,c=[],[]
Hanoi(n,a,b,c)
Out:
start_peg , inter_peg, end_peg :[3, 2] [] [1]
start_peg , inter_peg, end_peg :[3] [1] [2]
start_peg , inter_peg, end_peg :[] [3] [2, 1]
start_peg , inter_peg, end_peg :[] [2, 1] [3]
start_peg , inter_peg, end_peg :[2] [3] [1]
start_peg , inter_peg, end_peg :[] [1] [3, 2]
start_peg , inter_peg, end_peg :[] [] [3, 2, 1]
const vec = new THREE.Vector3();
function getCameraAngle() {
// Reset the vector to a unit vector pointing into the scene
vec.set(0, 0, -1);
// Apply the camera quaternion
vec.applyQuaternion(camera.quaternion);
// Calculate the angle based on Y
return Math.asin(vec.y) * THREE.Math.RAD2DEG;
}
const angle = document.getElementById('angle');
function animate() {
angle.textContent = getCameraAngle().toFixed(2);
renderer.render(scene, camera);
};
// Boilerplate
new WebVRPolyfill();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const scene = new THREE.Scene();
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.vr.enabled = true;
document.body.appendChild(renderer.domElement);
WEBVR.createButton(renderer);
scene.add(new THREE.AmbientLight('white', 1));
let grid = new THREE.GridHelper();
scene.add(grid);
grid = new THREE.GridHelper();
grid.rotation.x = Math.PI / 2;
grid.position.set(0, 5, -5);
scene.add(grid);
grid = new THREE.GridHelper();
grid.rotation.x = Math.PI / 2;
grid.position.set(0, 5, 5);
scene.add(grid);
grid = new THREE.GridHelper();
grid.rotation.x = Math.PI / 2;
grid.rotation.z = Math.PI / 2;
grid.position.set(5, 5, 0);
scene.add(grid);
grid = new THREE.GridHelper();
grid.rotation.x = Math.PI / 2;
grid.rotation.z = Math.PI / 2;
grid.position.set(-5, 5, 0);
scene.add(grid);
grid = new THREE.GridHelper();
grid.position.set(0, 10, 0);
scene.add(grid);
renderer.setAnimationLoop(animate);
window.addEventListener("resize", () => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
});
body {
margin: 0;
font-size: 0;
}
#angle {
position: absolute;
top: 10px;
left: 10px;
background: white;
font-size: 20pt;
font-family: monospace;
padding: 0.2em;
}