【发布时间】:2023-03-26 05:41:01
【问题描述】:
目前我对制作 3D 指南针的功能感到困惑。使用 SceneKit,我加载了一个箭头对象,然后像下面的代码一样获取传感器数据(效果是 this video)
let motionManager = CMMotionManager()
motionManager.deviceMotionUpdateInterval = 1.0/60.0
if motionManager.isDeviceMotionAvailable {
motionManager.startDeviceMotionUpdates(to: OperationQueue.main, withHandler: { (devMotion, error) -> Void in
arrow.orientation = SCNQuaternion(-CGFloat((motionManager.deviceMotion?.attitude.quaternion.x)!), -CGFloat((motionManager.deviceMotion?.attitude.quaternion.y)!), -CGFloat((motionManager.deviceMotion?.attitude.quaternion.z)!), CGFloat((motionManager.deviceMotion?.attitude.quaternion.w)!))
})}
完成此操作后,如果用户沿任意轴旋转设备,箭头也可以旋转。由于这是一个 3D 指南针,我需要箭头来指示方向。于是我通过CLLocationManager获取了航向数据,然后问题就来了。
let gq1: GLKQuaternion = GLKQuaternionMakeWithAngleAndAxis(GLKMathDegreesToRadians(heading), 0, 0, 1)
arrow.orientation = SCNVector4(gq1.x,gq1.y,gq1.z,gq1.w)
上面的代码在 2D 中表现完美,如下图所示,它正确地指向东方。但我想要它在 3D 环境中,所以我做了如下所示
motionManager.deviceMotionUpdateInterval = 1.0/60.0
if motionManager.isDeviceMotionAvailable {
motionManager.startDeviceMotionUpdates(to: OperationQueue.main, withHandler: { (devMotion, error) -> Void in
arrow.orientation = orient(q: (motionManager.deviceMotion?.attitude.quaternion)!, angle: heading)
}
func orient(q:CMQuaternion,angle:Float) -> SCNQuaternion{
GLKQuaternionMakeWithAngleAndAxis(GLKMathDegreesToRadians(-angle), 0, 0, 1)
let gq1: GLKQuaternion = GLKQuaternionMakeWithAngleAndAxis(GLKMathDegreesToRadians(-angle), 0, 0, 1)
// add a rotation in z axis
let gq2: GLKQuaternion = GLKQuaternionMake(Float(q.x), Float(q.y), Float(q.z), Float(q.w))
// the current orientation
let qp: GLKQuaternion = GLKQuaternionMultiply(gq1, gq2)
// get the "new" orientation
var rq = CMQuaternion()
rq.x = Double(qp.x)
rq.y = Double(qp.y)
rq.z = Double(qp.z)
rq.w = Double(qp.w)
return SCNVector4(-Float(rq.x), -Float(rq.y), -Float(rq.z), Float(rq.w))
}
有一个错误(this video 显示),如果我围绕 z 轴旋转设备,箭头仍然围绕 y 轴旋转。我做错什么了吗?
【问题讨论】: