7

我想创建一个增强现实视图,它将一个对象指向一个方向。但是,当您使用相机朝上时,CoreLocation 标题无法正常工作(例如,当您在一楼时,对着 20 层楼的顶部)。

它给出了相反的方向(可能是手机顶部指向的方向)。

我尝试了一些方法来让它在相机指向的方向上工作,例如:

1、设备方位>45度时+180度(不够准确,突然方向偏离10~20度)

2,尝试使用CMMotionManager和下面教程中的公式进行计算。 http://www.loveelectronics.co.uk/Tutorials/13/tilt-compensated-compass-arduino-tutorial

3,尝试使用 ios deviceMotion.magneticField 和 deviceMotion.gravity 从 android 模拟逻辑。

4、使用旋转矩阵(堆栈溢出中的一些其他帖子,但不准确)

    double heading = M_PI + atan2(self.altitudeData.rotationMatrix.m22, self.altitudeData.rotationMatrix.m12);
    heading = heading*180/M_PI;

我不知道我还能尝试做些什么。我知道那里有一些应用程序(一些可以看到太阳和星星的应用程序)做得正确。

4

2 回答 2

14

经过大量的研究和测试。我最终使用 GLKit 进行计算,因为它也为我省去了很多麻烦。把它留在这里给碰巧遇到这个问题的人。

首先,我使用 CMAttitudeReferenceFrameXTrueNorthZVertical 启动了 CMMotionManager 设备运动更新。

self.hasMotion = NO;
CMMotionManager *cmmotionManager = [[CMMotionManager alloc] init];
[cmmotionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXTrueNorthZVertical
                                                     toQueue:[[NSOperationQueue alloc] init]
                                                 withHandler:^ (CMDeviceMotion *motion, NSError *error) {
                                                     self.hasMotion = YES;


                                                 }];
self.motionManager = cmmotionManager;

从我在网上找到的一些代码中,使用 CoreMotion 旋转绘制一个 openGL 世界,并将其与从屏幕到 3D 世界的点混合:

float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), aspect, 0.1f, 100.0f);

CMRotationMatrix r = self.motionManager.deviceMotion.attitude.rotationMatrix;
GLKMatrix4 camFromIMU = GLKMatrix4Make(r.m11, r.m12, r.m13, 0,
                                       r.m21, r.m22, r.m23, 0,
                                       r.m31, r.m32, r.m33, 0,
                                       0,     0,     0,     1);

GLKMatrix4 viewFromCam = GLKMatrix4Translate(GLKMatrix4Identity, 0, 0, 0);
GLKMatrix4 imuFromModel = GLKMatrix4Identity;
GLKMatrix4 viewModel = GLKMatrix4Multiply(imuFromModel, GLKMatrix4Multiply(camFromIMU, viewFromCam));
bool isInvertible;
GLKMatrix4 modelView = GLKMatrix4Invert(viewModel, &isInvertible);

int viewport[4];
viewport[0] = 0.0f;
viewport[1] = 0.0f;
viewport[2] = self.view.frame.size.width;
viewport[3] = self.view.frame.size.height;

bool success;
//assume center of the view
GLKVector3 vector3 = GLKVector3Make(self.view.frame.size.width/2, self.view.frame.size.height/2, 1.0);     
GLKVector3 calculatedPoint = GLKMathUnproject(vector3, modelView, projectionMatrix, viewport, &success);
if(success)
{
    //CMAttitudeReferenceFrameXTrueNorthZVertical always point x to true north
    //with that, -y become east in 3D world
    float angleInRadian = atan2f(-calculatedPoint.y, calculatedPoint.x);
    return angleInRadian;
}
于 2013-08-16T04:24:58.040 回答
3

为了节省其他人的时间,这是 Chee 在 Swift 中的回答:

import GLKit    

func headingCorrectedForTilt() -> Float?{
        guard let motion = self.motionManager.deviceMotion else{
            return nil
        }

        let aspect = fabsf(Float(self.view.bounds.width / self.view.bounds.height))
        let projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0), aspect, 0.1, 100)


        let r = motion.attitude.rotationMatrix
        let camFromIMU = GLKMatrix4Make(Float(r.m11), Float(r.m12), Float(r.m13), 0,
                           Float(r.m21), Float(r.m22), Float(r.m23), 0,
                           Float(r.m31), Float(r.m32), Float(r.m33), 0,
                           0,     0,     0,     1)

        let viewFromCam = GLKMatrix4Translate(GLKMatrix4Identity, 0, 0, 0);
        let imuFromModel = GLKMatrix4Identity
        let viewModel = GLKMatrix4Multiply(imuFromModel, GLKMatrix4Multiply(camFromIMU, viewFromCam))
        var isInvertible : Bool = false
        let modelView = GLKMatrix4Invert(viewModel, &isInvertible);
        var viewport = [Int32](count:4,repeatedValue: 0)

        viewport[0] = 0;
        viewport[1] = 0;
        viewport[2] = Int32(self.view.frame.size.width);
        viewport[3] = Int32(self.view.frame.size.height);

        var success: Bool = false
        let vector3 = GLKVector3Make(Float(self.view.frame.size.width)/2, Float(self.view.frame.size.height)/2, 1.0)
        let calculatedPoint = GLKMathUnproject(vector3, modelView, projectionMatrix, &viewport, &success)

        return success ? atan2f(-calculatedPoint.y, calculatedPoint.x) : nil
    }
于 2016-09-20T11:07:27.667 回答