Iphone 如何创建新的Cmatitude参考坐标系,使重力位于Y轴上
我希望能够更改设备运动管理器参考帧(用于陀螺仪),以便使重力向量位于Y轴上 通常,在启动设备运动管理器更新时,手机的z轴仅与重力对齐 您可以将其更改为使用磁强计使x轴与磁极或真北极对齐。这样我的X轴指向北方,Z轴指向下方 我想做的是让我的Y轴(负)指向下(这样它就与重力对齐),同时让我的X轴指向真正的磁极 我想要的结果是,当我的手机在垂直(纵向)方向上静止不动时,手机的右侧将与北极对齐,我的所有读数(滚动、俯仰、偏航)都将读取为0。然后,如果我在X轴上旋转手机,俯仰就会改变,如果我绕Y轴旋转,偏航就会改变 到目前为止,我知道我可以设置自己的参考坐标系,如果我乘以之前存储的姿态的倒数,(就像我可以手动将手机设置为这个方向,保存该姿态,然后继续将新姿态乘以存储姿态的倒数,我所有的读数都将与我想要的完全相同) 但是手动设置它不是一个选项,那么如何通过编程实现呢 我不认为有一个函数可以创建我自己的姿态参考系,或者如果至少有一个函数可以将姿态乘以旋转矩阵,那么我可能可以解决这个问题。(因为我会把所有的姿态乘以音高的90度变化) 我希望我解释清楚 如有任何建议,我将不胜感激。谢谢 PD:这些是iPhone的方向坐标: 可以更改CMAttitude实例使用的参考帧。为此,缓存包含该参考帧的姿态对象,并将其作为参数传递给multiplyByInverseOfAttitude:。接收信息的姿态参数将更改,以表示来自该参考系的姿态变化 <> P>看看这有什么用,考虑一个棒球游戏,用户旋转设备摆动。通常,在球场开始时,球棒会处于某个静止方向。在那之后,球棒将在一个方向上被渲染,这个方向是由设备的姿态如何从一个球开始时的位置改变而决定的Iphone 如何创建新的Cmatitude参考坐标系,使重力位于Y轴上,iphone,xcode,gyroscope,core-motion,Iphone,Xcode,Gyroscope,Core Motion,我希望能够更改设备运动管理器参考帧(用于陀螺仪),以便使重力向量位于Y轴上 通常,在启动设备运动管理器更新时,手机的z轴仅与重力对齐 您可以将其更改为使用磁强计使x轴与磁极或真北极对齐。这样我的X轴指向北方,Z轴指向下方 我想做的是让我的Y轴(负)指向下(这样它就与重力对齐),同时让我的X轴指向真正的磁极 我想要的结果是,当我的手机在垂直(纵向)方向上静止不动时,手机的右侧将与北极对齐,我的所有读数(滚动、俯仰、偏航)都将读取为0。然后,如果我在X轴上旋转手机,俯仰就会改变,如果我绕Y轴旋转,偏
-(void) startPitch {
// referenceAttitude is an instance variable
referenceAttitude = [motionManager.deviceMotion.attitude retain];
}
}
要了解更多信息,请查看下面的链接,该链接与您想要的内容相同
伪代码:
- (void) initMotionCapture
{
firstGravityReading = NO;
referenceAttitude = nil;
if (motionManager == nil)
{
self.motionManager = [CMMotionManager new];
}
motionManager.deviceMotionUpdateInterval = 0.01;
self.gravityTimer = [NSTimer scheduledTimerWithTimeInterval:1/60.0
target:self
selector:@selector(getFirstGravityReading)
userInfo:nil repeats:YES];
}
- (void) getFirstGravityReading
{
CMAcceleration currentGravity;
CMDeviceMotion *dm = motionManager.deviceMotion;
referenceAttitude = dm.attitude;
currentGravity = dm.gravity;
[motionManager startDeviceMotionUpdates];
if (currentGravity.x !=0 &&
currentGravity.y !=0 && currentGravity.z !=0)
{
NSLog(@"Gravity = (%f,%f,%f)",
currentGravity.x, currentGravity.y, currentGravity.z);
firstGravityReading = YES;
[gravityTimer invalidate];
self.gravityTimer = nil;
[self setupCompass];
}
}
- (void) setupCompass
{
//Draw your cube... I am using a quartz 3D perspective hack!
CATransform3D initialTransform = perspectiveTransformedLayer.sublayerTransform;
initialTransform.m34 = 1.0/-10000;
//HERE IS WHAT YOU GUYS NEED... the vector equations!
NSLog(@"Gravity = (%f,%f,%f)",
currentGravity.x, currentGravity.y, currentGravity.z);
//we have current gravity vector and our device gravity vector of (0, 0, -1)
// get the dot product
float dotProduct = currentGravity.x*0 +
currentGravity.y*0 +
currentGravity.z*-1;
float innerMagnitudeProduct = currentGravity.x*currentGravity.x +
currentGravity.y + currentGravity.y +
currentGravity.z*currentGravity.z;
float magnitudeCurrentGravity = sqrt(innerMagnitudeProduct);
float magnitudeDeviceVector = 1; //since (0,0,-1) computes to: 0*0 + 0*0 + -1*-1 = 1
thetaOffset = acos(dotProduct/(magnitudeCurrentGravity*magnitudeDeviceVector));
NSLog(@"theta(degrees) = %f", thetaOffset*180.0/M_PI);
//Now we have the device angle to the gravity vector (0,0,-1)
//We must transform these coordinates to match our
//device's attitude by transforming to theta prime
float theta_deg = thetaOffset*180.0/M_PI;
float thetaPrime_deg = -theta_deg + 90; // ThetaPrime = -Theta + 90 <==> y=mx+b
NSLog(@"thetaPrime(degrees) = %f", thetaOffset*180.0/M_PI);
deviceOffsetRotation =
CATransform3DMakeRotation((thetaPrime_deg) * M_PI / 180.0, 1, 0, 0);
initialTransform = CATransform3DConcat(deviceOffsetRotation, initialTransform);
perspectiveTransformedLayer.sublayerTransform = initialTransform;
self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:1/60.0
target:self
selector:@selector(tick)
userInfo:nil
repeats:YES];
}
- (void) tick
{
CMRotationMatrix rotation;
CMDeviceMotion *deviceMotion = motionManager.deviceMotion;
CMAttitude *attitude = deviceMotion.attitude;
if (referenceAttitude != nil)
{
[attitude multiplyByInverseOfAttitude:referenceAttitude];
}
rotation = attitude.rotationMatrix;
CATransform3D rotationalTransform = perspectiveTransformedLayer.sublayerTransform;
//inverse (or called the transpose) of the attitude.rotationalMatrix
rotationalTransform.m11 = rotation.m11;
rotationalTransform.m12 = rotation.m21;
rotationalTransform.m13 = rotation.m31;
rotationalTransform.m21 = rotation.m12;
rotationalTransform.m22 = rotation.m22;
rotationalTransform.m23 = rotation.m32;
rotationalTransform.m31 = rotation.m13;
rotationalTransform.m32 = rotation.m23;
rotationalTransform.m33 = rotation.m33;
rotationalTransform =
CATransform3DConcat(deviceOffsetRotation, rotationalTransform);
rotationalTransform =
CATransform3DConcat(rotationalTransform,
CATransform3DMakeScale(1.0, -1.0, 1.0));
perspectiveTransformedLayer.sublayerTransform = rotationalTransform;
}
-(void)initMotionCapture
{
firstGravityReading=否;
参考态度=零;
如果(motionManager==nil)
{
self.motionManager=[CMMotionManager new];
}
motionManager.deviceMotionUpdateInterval=0.01;
self.gravitymer=[NSTimer scheduledTimerWithTimeInterval:1/60.0
目标:自我
选择器:@selector(getFirstGravityReading)
userInfo:nil repeats:YES];
}
-(无效)getFirstGravityReading
{
c加速度;重力;
CMDeviceMotion*dm=motionManager.deviceMotion;
参考态度=dm.态度;
当前重力=dm.gravity;
[motionManager StartDeviceMotionUpdate];
如果(currentGravity.x!=0&&
currentGravity.y!=0&¤tGravity.z!=0)
{
NSLog(@“重力=(%f,%f,%f)”,
currentGravity.x,currentGravity.y,currentGravity.z);
firstGravityReading=是;
[gravityTimer失效];
self.gravitymer=nil;
[自我设置指南针];
}
}
-(无效)指南针
{
//画你的立方体…我正在使用石英三维透视黑客!
CATTransformM3D initialTransform=透视转换层。子层转换;
initialTransform.m34=1.0//-10000;
//这是你们需要的…向量方程!
NSLog(@“重力=(%f,%f,%f)”,
currentGravity.x,currentGravity.y,currentGravity.z);
//我们有当前重力向量和我们的设备重力向量(0,0,-1)
//得到点积
浮点点积=currentGravity.x*0+
当前重力.y*0+
电流重力z*-1;
float innerMagnitudeProduct=currentGravity.x*currentGravity.x+
currentGravity.y+currentGravity.y+
currentGravity.z*currentGravity.z;
浮动幅度CurrentGravity=sqrt(内部幅度乘积);
float magnityDeviceVector=1;//因为(0,0,-1)计算为:0*0+0*0+-1*-1=1
thetaOffset=acos(点积/(震级当前重力*震级设备向量));
NSLog(@“θ(度)=%f”,θ偏移*180.0/M_π);
//现在我们有了设备与重力向量的角度(0,0,-1)
//我们必须变换这些坐标以匹配我们的
//通过转换为θ素数的设备姿态
浮动西塔德
- (void) initMotionCapture
{
firstGravityReading = NO;
referenceAttitude = nil;
if (motionManager == nil)
{
self.motionManager = [CMMotionManager new];
}
motionManager.deviceMotionUpdateInterval = 0.01;
self.gravityTimer = [NSTimer scheduledTimerWithTimeInterval:1/60.0
target:self
selector:@selector(getFirstGravityReading)
userInfo:nil repeats:YES];
}
- (void) getFirstGravityReading
{
CMAcceleration currentGravity;
CMDeviceMotion *dm = motionManager.deviceMotion;
referenceAttitude = dm.attitude;
currentGravity = dm.gravity;
[motionManager startDeviceMotionUpdates];
if (currentGravity.x !=0 &&
currentGravity.y !=0 && currentGravity.z !=0)
{
NSLog(@"Gravity = (%f,%f,%f)",
currentGravity.x, currentGravity.y, currentGravity.z);
firstGravityReading = YES;
[gravityTimer invalidate];
self.gravityTimer = nil;
[self setupCompass];
}
}
- (void) setupCompass
{
//Draw your cube... I am using a quartz 3D perspective hack!
CATransform3D initialTransform = perspectiveTransformedLayer.sublayerTransform;
initialTransform.m34 = 1.0/-10000;
//HERE IS WHAT YOU GUYS NEED... the vector equations!
NSLog(@"Gravity = (%f,%f,%f)",
currentGravity.x, currentGravity.y, currentGravity.z);
//we have current gravity vector and our device gravity vector of (0, 0, -1)
// get the dot product
float dotProduct = currentGravity.x*0 +
currentGravity.y*0 +
currentGravity.z*-1;
float innerMagnitudeProduct = currentGravity.x*currentGravity.x +
currentGravity.y + currentGravity.y +
currentGravity.z*currentGravity.z;
float magnitudeCurrentGravity = sqrt(innerMagnitudeProduct);
float magnitudeDeviceVector = 1; //since (0,0,-1) computes to: 0*0 + 0*0 + -1*-1 = 1
thetaOffset = acos(dotProduct/(magnitudeCurrentGravity*magnitudeDeviceVector));
NSLog(@"theta(degrees) = %f", thetaOffset*180.0/M_PI);
//Now we have the device angle to the gravity vector (0,0,-1)
//We must transform these coordinates to match our
//device's attitude by transforming to theta prime
float theta_deg = thetaOffset*180.0/M_PI;
float thetaPrime_deg = -theta_deg + 90; // ThetaPrime = -Theta + 90 <==> y=mx+b
NSLog(@"thetaPrime(degrees) = %f", thetaOffset*180.0/M_PI);
deviceOffsetRotation =
CATransform3DMakeRotation((thetaPrime_deg) * M_PI / 180.0, 1, 0, 0);
initialTransform = CATransform3DConcat(deviceOffsetRotation, initialTransform);
perspectiveTransformedLayer.sublayerTransform = initialTransform;
self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:1/60.0
target:self
selector:@selector(tick)
userInfo:nil
repeats:YES];
}
- (void) tick
{
CMRotationMatrix rotation;
CMDeviceMotion *deviceMotion = motionManager.deviceMotion;
CMAttitude *attitude = deviceMotion.attitude;
if (referenceAttitude != nil)
{
[attitude multiplyByInverseOfAttitude:referenceAttitude];
}
rotation = attitude.rotationMatrix;
CATransform3D rotationalTransform = perspectiveTransformedLayer.sublayerTransform;
//inverse (or called the transpose) of the attitude.rotationalMatrix
rotationalTransform.m11 = rotation.m11;
rotationalTransform.m12 = rotation.m21;
rotationalTransform.m13 = rotation.m31;
rotationalTransform.m21 = rotation.m12;
rotationalTransform.m22 = rotation.m22;
rotationalTransform.m23 = rotation.m32;
rotationalTransform.m31 = rotation.m13;
rotationalTransform.m32 = rotation.m23;
rotationalTransform.m33 = rotation.m33;
rotationalTransform =
CATransform3DConcat(deviceOffsetRotation, rotationalTransform);
rotationalTransform =
CATransform3DConcat(rotationalTransform,
CATransform3DMakeScale(1.0, -1.0, 1.0));
perspectiveTransformedLayer.sublayerTransform = rotationalTransform;
}