Android 如何结合OpenGL使用onSensorChanged传感器数据

Android 如何结合OpenGL使用onSensorChanged传感器数据,android,opengl-es,matrix,rotation,sensors,Android,Opengl Es,Matrix,Rotation,Sensors,(编辑:我在中添加了最佳工作方法,现在还考虑了陀螺仪,这使陀螺仪更加稳定:) 我编写了一个测试套件,以了解如何从SensorEventListener.onsensorchange()中获得的数据计算旋转角度。 我真的希望你能完成我的解决方案,帮助像我一样有同样问题的人。这是代码,我想你看完后会明白的 可以随意更改,其主要思想是实现几种方法,将方向角发送到opengl视图或任何其他需要它的目标 方法1到4正在工作,它们直接将旋转矩阵发送到OpenGl视图 方法6现在也起作用了,但是我没有解释为什

(编辑:我在中添加了最佳工作方法,现在还考虑了陀螺仪,这使陀螺仪更加稳定:)

我编写了一个测试套件,以了解如何从
SensorEventListener.onsensorchange()
中获得的数据计算旋转角度。 我真的希望你能完成我的解决方案,帮助像我一样有同样问题的人。这是代码,我想你看完后会明白的

可以随意更改,其主要思想是实现几种方法,将方向角发送到opengl视图或任何其他需要它的目标

方法1到4正在工作,它们直接将旋转矩阵发送到OpenGl视图

方法6现在也起作用了,但是我没有解释为什么旋转必须是y x z

所有其他方法都不起作用,或者有问题,我希望有人知道如何让它们起作用。我认为如果方法5起作用,最好的方法是方法5,因为它最容易理解,但我不确定它的效率有多高。完整的代码没有经过优化,所以我建议不要在项目中使用它

这是:

/**
 * This class provides a basic demonstration of how to use the
 * {@link android.hardware.SensorManager SensorManager} API to draw a 3D
 * compass.
 */
public class SensorToOpenGlTests extends Activity implements Renderer,
  SensorEventListener {

 private static final boolean TRY_TRANSPOSED_VERSION = false;

 /*
  * MODUS overview:
  * 
  * 1 - unbufferd data directly transfaired from the rotation matrix to the
  * modelview matrix
  * 
  * 2 - buffered version of 1 where both acceleration and magnetometer are
  * buffered
  * 
  * 3 - buffered version of 1 where only magnetometer is buffered
  * 
  * 4 - buffered version of 1 where only acceleration is buffered
  * 
  * 5 - uses the orientation sensor and sets the angles how to rotate the
  * camera with glrotate()
  * 
  * 6 - uses the rotation matrix to calculate the angles
  * 
  * 7 to 12 - every possibility how the rotationMatrix could be constructed
  * in SensorManager.getRotationMatrix (see
  * http://www.songho.ca/opengl/gl_anglestoaxes.html#anglestoaxes for all
  * possibilities)
  */

 private static int MODUS = 2;

 private GLSurfaceView openglView;
 private FloatBuffer vertexBuffer;
 private ByteBuffer indexBuffer;
 private FloatBuffer colorBuffer;

 private SensorManager mSensorManager;
 private float[] rotationMatrix = new float[16];
 private float[] accelGData = new float[3];
 private float[] bufferedAccelGData = new float[3];
 private float[] magnetData = new float[3];
 private float[] bufferedMagnetData = new float[3];
 private float[] orientationData = new float[3];

 // private float[] mI = new float[16];

 private float[] resultingAngles = new float[3];

 private int mCount;

 final static float rad2deg = (float) (180.0f / Math.PI);

 private boolean landscape;

 public SensorToOpenGlTests() {
 }

 /** Called with the activity is first created. */
 @Override
 public void onCreate(Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);

  mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE);
  openglView = new GLSurfaceView(this);
  openglView.setRenderer(this);
  setContentView(openglView);
 }

 @Override
 protected void onResume() {
  // Ideally a game should implement onResume() and onPause()
  // to take appropriate action when the activity looses focus
  super.onResume();
  openglView.onResume();

  if (((WindowManager) getSystemService(WINDOW_SERVICE))
    .getDefaultDisplay().getOrientation() == 1) {
   landscape = true;
  } else {
   landscape = false;
  }

  mSensorManager.registerListener(this, mSensorManager
    .getDefaultSensor(Sensor.TYPE_ACCELEROMETER),
    SensorManager.SENSOR_DELAY_GAME);
  mSensorManager.registerListener(this, mSensorManager
    .getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD),
    SensorManager.SENSOR_DELAY_GAME);
  mSensorManager.registerListener(this, mSensorManager
    .getDefaultSensor(Sensor.TYPE_ORIENTATION),
    SensorManager.SENSOR_DELAY_GAME);
 }

 @Override
 protected void onPause() {
  // Ideally a game should implement onResume() and onPause()
  // to take appropriate action when the activity looses focus
  super.onPause();
  openglView.onPause();
  mSensorManager.unregisterListener(this);
 }

 public int[] getConfigSpec() {
  // We want a depth buffer, don't care about the
  // details of the color buffer.
  int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
  return configSpec;
 }

 public void onDrawFrame(GL10 gl) {

  // clear screen and color buffer:
  gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
  // set target matrix to modelview matrix:
  gl.glMatrixMode(GL10.GL_MODELVIEW);
  // init modelview matrix:
  gl.glLoadIdentity();
  // move camera away a little bit:

  if ((MODUS == 1) || (MODUS == 2) || (MODUS == 3) || (MODUS == 4)) {

   if (landscape) {
    // in landscape mode first remap the rotationMatrix before using
    // it with glMultMatrixf:
    float[] result = new float[16];
    SensorManager.remapCoordinateSystem(rotationMatrix,
      SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X,
      result);
    gl.glMultMatrixf(result, 0);
   } else {
    gl.glMultMatrixf(rotationMatrix, 0);
   }
  } else {
   //in all other modes do the rotation by hand
   //the order y x z is important!
   gl.glRotatef(resultingAngles[2], 0, 1, 0);
   gl.glRotatef(resultingAngles[1], 1, 0, 0);
   gl.glRotatef(resultingAngles[0], 0, 0, 1);
  }

  //move the axis to simulate augmented behaviour:
  gl.glTranslatef(0, 2, 0);

  // draw the 3 axis on the screen:
  gl.glVertexPointer(3, GL_FLOAT, 0, vertexBuffer);
  gl.glColorPointer(4, GL_FLOAT, 0, colorBuffer);
  gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, indexBuffer);
 }

 public void onSurfaceChanged(GL10 gl, int width, int height) {
  gl.glViewport(0, 0, width, height);
  float r = (float) width / height;
  gl.glMatrixMode(GL10.GL_PROJECTION);
  gl.glLoadIdentity();
  gl.glFrustumf(-r, r, -1, 1, 1, 10);
 }

 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
  gl.glDisable(GL10.GL_DITHER);
  gl.glClearColor(1, 1, 1, 1);
  gl.glEnable(GL10.GL_CULL_FACE);
  gl.glShadeModel(GL10.GL_SMOOTH);
  gl.glEnable(GL10.GL_DEPTH_TEST);

  gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

  // load the 3 axis and there colors:
  float vertices[] = { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 };
  float colors[] = { 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 };
  byte indices[] = { 0, 1, 0, 2, 0, 3 };

  ByteBuffer vbb;
  vbb = ByteBuffer.allocateDirect(vertices.length * 4);
  vbb.order(ByteOrder.nativeOrder());
  vertexBuffer = vbb.asFloatBuffer();
  vertexBuffer.put(vertices);
  vertexBuffer.position(0);

  vbb = ByteBuffer.allocateDirect(colors.length * 4);
  vbb.order(ByteOrder.nativeOrder());
  colorBuffer = vbb.asFloatBuffer();
  colorBuffer.put(colors);
  colorBuffer.position(0);

  indexBuffer = ByteBuffer.allocateDirect(indices.length);
  indexBuffer.put(indices);
  indexBuffer.position(0);
 }

 public void onAccuracyChanged(Sensor sensor, int accuracy) {
 }

 public void onSensorChanged(SensorEvent event) {

  // load the new values:
  loadNewSensorData(event);

  if (MODUS == 1) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);
  }

  if (MODUS == 2) {
   rootMeanSquareBuffer(bufferedAccelGData, accelGData);
   rootMeanSquareBuffer(bufferedMagnetData, magnetData);
   SensorManager.getRotationMatrix(rotationMatrix, null,
     bufferedAccelGData, bufferedMagnetData);
  }

  if (MODUS == 3) {
   rootMeanSquareBuffer(bufferedMagnetData, magnetData);
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     bufferedMagnetData);
  }

  if (MODUS == 4) {
   rootMeanSquareBuffer(bufferedAccelGData, accelGData);
   SensorManager.getRotationMatrix(rotationMatrix, null,
     bufferedAccelGData, magnetData);
  }

  if (MODUS == 5) {
   // this mode uses the sensor data recieved from the orientation
   // sensor
   resultingAngles = orientationData.clone();
   if ((-90 > resultingAngles[1]) || (resultingAngles[1] > 90)) {
    resultingAngles[1] = orientationData[0];
    resultingAngles[2] = orientationData[1];
    resultingAngles[0] = orientationData[2];
   }
  }

  if (MODUS == 6) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);
   final float[] anglesInRadians = new float[3];
   SensorManager.getOrientation(rotationMatrix, anglesInRadians);
   //TODO check for landscape mode
   resultingAngles[0] = anglesInRadians[0] * rad2deg;
   resultingAngles[1] = anglesInRadians[1] * rad2deg;
   resultingAngles[2] = anglesInRadians[2] * -rad2deg;
  }

  if (MODUS == 7) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);

   rotationMatrix = transpose(rotationMatrix);
   /*
    * this assumes that the rotation matrices are multiplied in x y z
    * order Rx*Ry*Rz
    */

   resultingAngles[2] = (float) (Math.asin(rotationMatrix[2]));
   final float cosB = (float) Math.cos(resultingAngles[2]);
   resultingAngles[2] = resultingAngles[2] * rad2deg;
   resultingAngles[0] = -(float) (Math.acos(rotationMatrix[0] / cosB))
     * rad2deg;
   resultingAngles[1] = (float) (Math.acos(rotationMatrix[10] / cosB))
     * rad2deg;
  }

  if (MODUS == 8) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);
   rotationMatrix = transpose(rotationMatrix);
   /*
    * this assumes that the rotation matrices are multiplied in z y x
    */

   resultingAngles[2] = (float) (Math.asin(-rotationMatrix[8]));
   final float cosB = (float) Math.cos(resultingAngles[2]);
   resultingAngles[2] = resultingAngles[2] * rad2deg;
   resultingAngles[1] = (float) (Math.acos(rotationMatrix[9] / cosB))
     * rad2deg;
   resultingAngles[0] = (float) (Math.asin(rotationMatrix[4] / cosB))
     * rad2deg;
  }

  if (MODUS == 9) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);
   rotationMatrix = transpose(rotationMatrix);
   /*
    * this assumes that the rotation matrices are multiplied in z x y
    * 
    * note z axis looks good at this one
    */

   resultingAngles[1] = (float) (Math.asin(rotationMatrix[9]));
   final float minusCosA = -(float) Math.cos(resultingAngles[1]);
   resultingAngles[1] = resultingAngles[1] * rad2deg;
   resultingAngles[2] = (float) (Math.asin(rotationMatrix[8]
     / minusCosA))
     * rad2deg;
   resultingAngles[0] = (float) (Math.asin(rotationMatrix[1]
     / minusCosA))
     * rad2deg;
  }

  if (MODUS == 10) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);
   rotationMatrix = transpose(rotationMatrix);
   /*
    * this assumes that the rotation matrices are multiplied in y x z
    */

   resultingAngles[1] = (float) (Math.asin(-rotationMatrix[6]));
   final float cosA = (float) Math.cos(resultingAngles[1]);
   resultingAngles[1] = resultingAngles[1] * rad2deg;
   resultingAngles[2] = (float) (Math.asin(rotationMatrix[2] / cosA))
     * rad2deg;
   resultingAngles[0] = (float) (Math.acos(rotationMatrix[5] / cosA))
     * rad2deg;
  }

  if (MODUS == 11) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);
   rotationMatrix = transpose(rotationMatrix);
   /*
    * this assumes that the rotation matrices are multiplied in y z x
    */

   resultingAngles[0] = (float) (Math.asin(rotationMatrix[4]));
   final float cosC = (float) Math.cos(resultingAngles[0]);
   resultingAngles[0] = resultingAngles[0] * rad2deg;
   resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC))
     * rad2deg;
   resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC))
     * rad2deg;
  }

  if (MODUS == 12) {
   SensorManager.getRotationMatrix(rotationMatrix, null, accelGData,
     magnetData);
   rotationMatrix = transpose(rotationMatrix);
   /*
    * this assumes that the rotation matrices are multiplied in x z y
    */

   resultingAngles[0] = (float) (Math.asin(-rotationMatrix[1]));
   final float cosC = (float) Math.cos(resultingAngles[0]);
   resultingAngles[0] = resultingAngles[0] * rad2deg;
   resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC))
     * rad2deg;
   resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC))
     * rad2deg;
  }
  logOutput();
 }

 /**
  * transposes the matrix because it was transposted (inverted, but here its
  * the same, because its a rotation matrix) to be used for opengl
  * 
  * @param source
  * @return
  */
 private float[] transpose(float[] source) {
  final float[] result = source.clone();
  if (TRY_TRANSPOSED_VERSION) {
   result[1] = source[4];
   result[2] = source[8];
   result[4] = source[1];
   result[6] = source[9];
   result[8] = source[2];
   result[9] = source[6];
  }
  // the other values in the matrix are not relevant for rotations
  return result;
 }

 private void rootMeanSquareBuffer(float[] target, float[] values) {

  final float amplification = 200.0f;
  float buffer = 20.0f;

  target[0] += amplification;
  target[1] += amplification;
  target[2] += amplification;
  values[0] += amplification;
  values[1] += amplification;
  values[2] += amplification;

  target[0] = (float) (Math
    .sqrt((target[0] * target[0] * buffer + values[0] * values[0])
      / (1 + buffer)));
  target[1] = (float) (Math
    .sqrt((target[1] * target[1] * buffer + values[1] * values[1])
      / (1 + buffer)));
  target[2] = (float) (Math
    .sqrt((target[2] * target[2] * buffer + values[2] * values[2])
      / (1 + buffer)));

  target[0] -= amplification;
  target[1] -= amplification;
  target[2] -= amplification;
  values[0] -= amplification;
  values[1] -= amplification;
  values[2] -= amplification;
 }

 private void loadNewSensorData(SensorEvent event) {
  final int type = event.sensor.getType();
  if (type == Sensor.TYPE_ACCELEROMETER) {
   accelGData = event.values.clone();
  }
  if (type == Sensor.TYPE_MAGNETIC_FIELD) {
   magnetData = event.values.clone();
  }
  if (type == Sensor.TYPE_ORIENTATION) {
   orientationData = event.values.clone();
  }
 }

 private void logOutput() {
  if (mCount++ > 30) {
   mCount = 0;
   Log.d("Compass", "yaw0: " + (int) (resultingAngles[0])
     + "  pitch1: " + (int) (resultingAngles[1]) + "  roll2: "
     + (int) (resultingAngles[2]));
  }
 }
}

请注意,如果您得到的读数总是错误的,您可能必须通过在图8中用手腕移动指南针来校准指南针

难以用语言来解释;观看此视频:

我还不能测试代码(但我会的,看起来很有趣)。引起我注意的一件事是,您似乎没有以任何方式过滤传感器数据

传感器读数本质上非常嘈杂,特别是磁性传感器。我建议你实施一些低通滤波


请参阅my以了解更多信息。

使用GLU的lookAt函数测试和调试方法5会更容易:

此外,正如villoren所建议的,过滤传感器数据是很好的,但如果您缓慢移动de设备,则不会真正导致错误。如果您想尝试,简单的方法如下:

newValue = oldValue * 0.9 + sensorValue * 0.1;
oldValue = newValue;

在分析上述代码之后,在方法5中,您将按如下方式分配方向数据:

resultingAngles[1] = orientationData[0]; // orientation z axis to y axis
resultingAngles[2] = orientationData[1]; // orientation x axis to z axis 
resultingAngles[0] = orientationData[2]; // orientation y axis to x axis
您已经以y z x方式进行了旋转。试着改变方向

我想这可能是问题所在。。请查收并告诉我

有关事件值,请参阅文档,


感谢您的辛勤工作。

您可以使用和引擎在OpenGL中使用传感器,只需查看示例

查看,它使用不同的传感器(陀螺仪、旋转矢量、加速计+指南针等),并将onSensorChanged事件的输出呈现为彩色立方体,并根据手机旋转


这些事件的结果在哪个OpenGL中使用。

我建议您疯狂地摇晃手机(注意不要松开它;),我的g1通常无法使用8运动。此外,我认为指南针只有在出现异常值时才会重新校准,因此以8位数的速度缓慢移动设备是没有帮助的。如果您解释一下为什么之前不能正常工作,以及您做了哪些更改,这将是有帮助的。。谢谢你的贡献。。