我目前正在研究增强现实,为此我想使用陀螺仪和核心运动。我研究了 Apple pARk示例代码,我了解我花时间阅读文档的大部分数学知识,因为乍一看并不清楚!一切都很好,直到我尝试让它在横向模式下工作。
我不会在这里解释所有的理论,这太长了。但是对于那些经历过的人来说,我的问题是,我们采用姿态的旋转矩阵来将此旋转应用于我们的坐标。好的,到这里为止都很好,但 Core Motion 似乎无法使其适应横向模式。我在这个主题上看到了类似的问题,但似乎没有人有解决方案。
所以我试着自己做,这是我的想法:
每次我们将设备旋转到横向时,都会进行 +-90° 的旋转(取决于横向左或右)。我决定创建一个 4X4 旋转矩阵来应用这种旋转。然后乘以cameraTransform矩阵(姿态的3X3 CMRotationMatrix到4X4的自适应),我们得到矩阵cameraTransformRotated:
- (void)createMatLandscape{
switch(cameraOrientation){
case UIDeviceOrientationLandscapeLeft:
landscapeRightTransform[0] = cos(degreesToRadians(90));
landscapeRightTransform[1] = -sin(degreesToRadians(90));
landscapeRightTransform[2] = 0;
landscapeRightTransform[3] = 0;
landscapeRightTransform[4] = sin(degreesToRadians(90));
landscapeRightTransform[5] = cos(degreesToRadians(90));
landscapeRightTransform[6] = 0;
landscapeRightTransform[7] = 0;
landscapeRightTransform[8] = 0;
landscapeRightTransform[9] = 0;
landscapeRightTransform[10] = 1;
landscapeRightTransform[11] = 0;
landscapeRightTransform[12] = 0;
landscapeRightTransform[13] = 0;
landscapeRightTransform[14] = 0;
landscapeRightTransform[15] = 1;
multiplyMatrixAndMatrix(cameraTransformRotated, cameraTransform, landscapeRightTransform);
break;
case UIDeviceOrientationLandscapeRight:
landscapeLeftTransform[0] = cos(degreesToRadians(-90));
landscapeLeftTransform[1] = -sin(degreesToRadians(-90));
landscapeLeftTransform[2] = 0;
landscapeLeftTransform[3] = 0;
landscapeLeftTransform[4] = sin(degreesToRadians(-90));
landscapeLeftTransform[5] = cos(degreesToRadians(-90));
landscapeLeftTransform[6] = 0;
landscapeLeftTransform[7] = 0;
landscapeLeftTransform[8] = 0;
landscapeLeftTransform[9] = 0;
landscapeLeftTransform[10] = 1;
landscapeLeftTransform[11] = 0;
landscapeLeftTransform[12] = 0;
landscapeLeftTransform[13] = 0;
landscapeLeftTransform[14] = 0;
landscapeLeftTransform[15] = 1;
multiplyMatrixAndMatrix(cameraTransformRotated, cameraTransform, landscapeLeftTransform);
break;
default:
cameraTransformRotated[0] = cameraTransform[0];
cameraTransformRotated[1] = cameraTransform[1];
cameraTransformRotated[2] = cameraTransform[2];
cameraTransformRotated[3] = cameraTransform[3];
cameraTransformRotated[4] = cameraTransform[4];
cameraTransformRotated[5] = cameraTransform[5];
cameraTransformRotated[6] = cameraTransform[6];
cameraTransformRotated[7] = cameraTransform[7];
cameraTransformRotated[8] = cameraTransform[8];
cameraTransformRotated[9] = cameraTransform[9];
cameraTransformRotated[10] = cameraTransform[10];
cameraTransformRotated[11] = cameraTransform[11];
cameraTransformRotated[12] = cameraTransform[12];
cameraTransformRotated[13] = cameraTransform[13];
cameraTransformRotated[14] = cameraTransform[14];
cameraTransformRotated[15] = cameraTransform[15];
break;
}
}
然后就在我们更新所有要点之前,我这样做:
multiplyMatrixAndMatrix(projectionCameraTransform, projectionTransform, cameraTransformRotated);
之后其余代码保持不变,我只希望注释以横向正确显示。现在这是我唯一的想法,横向渲染不好,我将设备向右或向左移动,注释向下或向上(就像我没有添加此代码时一样)。
有没有人提出解决方案?我将继续搜索,尤其是在 CMRotationMatrix 上,它似乎不是典型的旋转矩阵,我找不到任何文档准确说明该矩阵的不同元素是什么。