我正在构建一个au增强现实应用程序,它可以显示某些兴趣点所给出的建筑物.当您使用iPhone指向该点时(在纵向模式下),OpenGL 3D模型将出现在纬度和经度指示的位置(它使用来自CMDeviceMotion的rotationMatrix从GPS坐标转换为屏幕坐标并获取值x和y).
我的问题是我希望它也能在横向模式下工作.我完成了旋转视图的所有工作,根据当前设备方向调整标题…但是当您以横向模式指向建筑物时,模型不会固定到该坐标,而是会在屏幕上移动.我认为问题是当您更改设备的方向时,rotationMatrix必须更改,但我找不到解决此问题的方法.有帮助吗?
- (void)onDisplayLink:(id)sender {
//Obtenemos los datos de movimiento del dispositivo
CMDeviceMotion *d = motionManager.deviceMotion;
//Si no son nulos (la localizacion esta activada y el magnetometro calibrado)
if (d != nil) {
//Obtenemos la matriz de rotacion
CMRotationMatrix r = d.attitude.rotationMatrix;
transformFromCMRotationMatrix(cameraTransform, &r);
//Indicamos a la vista que necesita ser renderizada de nuevo
[self setNeedsDisplay];
}
}
- (void)drawRect:(CGRect)rect {
//vistaGPS.transform = CGAffineTransformMakeRotation([gestorOrientacion >devolverAnguloSegunOrientacion]);
//Si aun no tenemos puntos de interes, salimos
if (placesOfInterestCoordinates == nil) {
return;
}
//Multiplica la matriz de proyeccion y la de rotacion ¿¿¿para obtener la rotacion en >coordenadas openGL
mat4f_t projectionCameraTransform;
multiplyMatrixAndMatrix(projectionCameraTransform, projectionTransform, >cameraTransform);
//Inicializamos el contador
int i = 0;
CLHeading *heading = locationManager.heading;
CLLocationDirection gradosDiferenciaNorteSinCorregir = heading.trueHeading;
//NSLog(@"%f , %f", gradosDiferenciaNorteSinCorregir, >gradosDiferenciaNorteSinCorregir+90);
CLLocationDirection gradosDiferenciaNorte = [gestorOrientacion >devolverHeadingCorregidoSegunOrientacion:gradosDiferenciaNorteSinCorregir];
////float bearing = [self getHeadingForDirectionFromCoordinate:newLocation.coordinate >toCoordinate: poi.coordenadas.coordinate];
labelHeading.text = [NSString stringWithFormat:@"Heading: %f", gradosDiferenciaNorte];
NSArray *subvistas = [self subviews];
for (PuntoInteres *poi in [puntosDeInteres objectEnumerator]) {
if ([subvistas containsObject:poi.vistaGL]) {
vec4f_t v;
//Multiplicamos la matriz por el vector de coordenadas del punto de interes
multiplyMatrixAndVector(v, projectionCameraTransform, >placesOfInterestCoordinates[i]);
float x = (v[0] / v[3] + 1.0f) * 0.5f;
float y = (v[1] / v[3] + 1.0f) * 0.5f;
[vistaGPS cambiarTextoLabelLatitud:x LabelLongitud:y LabelPrecision:88];
//Si la coordenada Z del vector es negativa, el modelo debe verse
if (v[2] < 0.0f) {
//Centramos la vista en el punto adecuado
poi.vistaGL.center = CGPointMake(x*self.bounds.size.width, >self.bounds.size.height-y*self.bounds.size.height);
//Indicamos que deje de estar oculta
poi.vistaGL.hidden = NO;
[poi.vistaGL.modeloAPintar establecerRotacionEnX:0.0 Y:gradosDiferenciaNorte >Z:0.0];
//Le decimos que comience a dibujarse
[poi.vistaGL startAnimation];
} else {
//Indicamos que este oculta
poi.vistaGL.hidden = YES;
//Le decimos que deje de dibujarse
[poi.vistaGL stopAnimation];
}
}
i++;
}
}
void transformFromCMRotationMatrix(vec4f_t mout, const CMRotationMatrix *m) {
mout[0] = (float)m->m11;
mout[1] = (float)m->m21;
mout[2] = (float)m->m31;
mout[3] = 0.0f;
mout[4] = (float)m->m12;
mout[5] = (float)m->m22;
mout[6] = (float)m->m32;
mout[7] = 0.0f;
mout[8] = (float)m->m13;
mout[9] = (float)m->m23;
mout[10] = (float)m->m33;
mout[11] = 0.0f;
mout[12] = 0.0f;
mout[13] = 0.0f;
mout[14] = 0.0f;
mout[15] = 1.0f;
}
最佳答案 这是我的答案
On stackoverflow的副本
当屏幕方向改变时,旋转矩阵不绕Z轴旋转.角度属性确实正确,但我宁愿只使用旋转矩阵.这是我的代码:
GLKMatrix4 deviceMotionAttitudeMatrix;
if (_cmMotionmanager.deviceMotionActive) {
CMDeviceMotion *deviceMotion = _cmMotionmanager.deviceMotion;
// Correct for the rotation matrix not including the screen orientation:
// TODO: Let the device notify me when the orientation changes instead of querying on each update.
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
float deviceOrientationRadians = 0.0f;
if (orientation == UIDeviceOrientationLandscapeLeft) {
deviceOrientationRadians = M_PI_2;
}
if (orientation == UIDeviceOrientationLandscapeRight) {
deviceOrientationRadians = -M_PI_2;
}
if (orientation == UIDeviceOrientationPortraitUpsideDown) {
deviceOrientationRadians = M_PI;
}
GLKMatrix4 baseRotation = GLKMatrix4MakeRotation(deviceOrientationRadians, 0.0f, 0.0f, 1.0f);
CMRotationMatrix a = deviceMotion.attitude.rotationMatrix;
deviceMotionAttitudeMatrix
= GLKMatrix4Make(a.m11, a.m21, a.m31, 0.0f,
a.m12, a.m22, a.m32, 0.0f,
a.m13, a.m23, a.m33, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
deviceMotionAttitudeMatrix = GLKMatrix4Multiply(baseRotation, deviceMotionAttitudeMatrix);
}
else
{
// Look straight forward (we're probably in the simulator, or a device without a gyro)
deviceMotionAttitudeMatrix = GLKMatrix4MakeRotation(-M_PI_2, 1.0f, 0.0f, 0.0f);
}