我在SO和Unity Answers上搜索了好几个星期,但没能解决这个问题。我在Unity中有一个3D对象,其实例是基于用户当前的纬度/经度(假设为41.23423、-122.87978)生成的,当用户位置变化时,我想将该对象移动到新的纬度/经度。
因此,41.23423、-122.87978在我的3D环境中变成了0,0,0,以那个初始位置为基础进行更改。
我使用C#进行编码,当位置发生变化时,比较两组纬度/经度并计算距离和角度,然后进行极坐标到直角坐标的转换,并将对象移动到新位置。
我的问题在于更新会移动对象,但产生一些不稳定的结果,我猜测这是代码问题。例如,如果我在两个位置之间切换,第一个更改会移动到(131.6, 0.0, 0.0),但是切换回去不会移动对象。或者在测试过程中,我也看到过第一个更改会产生意外的坐标,但任何后续更改(在两点之间切换)都会产生相对于每个位置的相同的相对值。
我对我正在做的错误没有很好的掌握,所以非常感谢任何帮助。如果这个问题太模糊或是一个重复的问题(代码问题或者可能我没有正确地解决问题),请提前道歉。
下面是移动基于位置的类的代码。
因此,41.23423、-122.87978在我的3D环境中变成了0,0,0,以那个初始位置为基础进行更改。
我使用C#进行编码,当位置发生变化时,比较两组纬度/经度并计算距离和角度,然后进行极坐标到直角坐标的转换,并将对象移动到新位置。
我的问题在于更新会移动对象,但产生一些不稳定的结果,我猜测这是代码问题。例如,如果我在两个位置之间切换,第一个更改会移动到(131.6, 0.0, 0.0),但是切换回去不会移动对象。或者在测试过程中,我也看到过第一个更改会产生意外的坐标,但任何后续更改(在两点之间切换)都会产生相对于每个位置的相同的相对值。
我对我正在做的错误没有很好的掌握,所以非常感谢任何帮助。如果这个问题太模糊或是一个重复的问题(代码问题或者可能我没有正确地解决问题),请提前道歉。
下面是移动基于位置的类的代码。
using UnityEngine;
using System.Collections;
using System;
public class CameraMover : MonoBehaviour {
const double PIx = 3.141592653589793;
const double RADIO = 20925721.8;
public CoreLocationData lastLocationData;
public int firstUpdate = 0;
private Vector3 currentVector;
private Vector3 newVector;
// Use this for initialization
void OnEnable () {
CoreLocationManager.locationServicesDidUpdate += locationServicesDidUpdate;
}
// Update is called once per frame
void Update () {
}
public void locationServicesDidUpdate( CoreLocationData locationData )
{
if (firstUpdate == 0)
lastLocationData = locationData;
double newDistance = DistanceBetweenPlaces(lastLocationData.longitude, lastLocationData.latitude, locationData.longitude, locationData.latitude);
double angleToMove = Angle(lastLocationData.latitude, lastLocationData.longitude, locationData.latitude, locationData.longitude);
double newX = (newDistance * Math.Cos(angleToMove));
double newZ = (newDistance * Math.Sin(angleToMove));
float newXfloat = System.Convert.ToSingle(newX);
float newZfloat = System.Convert.ToSingle(newZ);
currentVector = this.gameObject.transform.position;
newVector = new Vector3(newXfloat, 0.0F, newZfloat);
this.gameObject.transform.position = Vector3.Lerp(currentVector, newVector, 1);
Debug.Log(string.Format("Distance To Move is {0}, angle is {1}", newDistance, angleToMove));
Debug.Log(string.Format("Moving from {0} to {1}", currentVector, newVector));
lastLocationData = locationData;
firstUpdate = 1;
}
public static double Radians(double x)
{
return x * PIx / 180;
}
public static double DistanceBetweenPlaces(
double lon1,
double lat1,
double lon2,
double lat2)
{
double dlon = Radians(lon2 - lon1);
double dlat = Radians(lat2 - lat1);
double a = (Math.Sin(dlat / 2) * Math.Sin(dlat / 2)) + Math.Cos(Radians(lat1)) * Math.Cos(Radians(lat2)) * (Math.Sin(dlon / 2) * Math.Sin(dlon / 2));
double angle = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
return angle * RADIO;
}
public double Angle(double px1, double py1, double px2, double py2)
{
// Negate X and Y values
double pxRes = px2 - px1;
double pyRes = py2 - py1;
double angle = 0.0;
// Calculate the angle
if (pxRes == 0.0)
{
if (pxRes == 0.0)
angle = 0.0;
else if (pyRes > 0.0) angle = System.Math.PI / 2.0;
else
angle = System.Math.PI * 3.0 / 2.0;
}
else if (pyRes == 0.0)
{
if (pxRes > 0.0)
angle = 0.0;
else
angle = System.Math.PI;
}
else
{
if (pxRes < 0.0)
angle = System.Math.Atan(pyRes / pxRes) + System.Math.PI;
else if (pyRes < 0.0) angle = System.Math.Atan(pyRes / pxRes) + (2 * System.Math.PI);
else
angle = System.Math.Atan(pyRes / pxRes);
}
// Convert to degrees
angle = angle * 180 / System.Math.PI;return angle;
}
}
编辑
正确的实现方式:
using UnityEngine;
using System.Collections;
using System;
public class CameraMover : MonoBehaviour
{
const double RATIO = 20902231.0029;
public CoreLocationData lastLocationData;
public int firstUpdate = 0;
private Vector3 currentVector;
private Vector3 newVector;
// Use this for initialization
void OnEnable ()
{
CoreLocationManager.locationServicesDidUpdate += locationServicesDidUpdate;
}
// Update is called once per frame
void Update () { }
public void locationServicesDidUpdate( CoreLocationData locationData )
{
if (firstUpdate == 0)
{
lastLocationData = locationData;
}
double newDistance = DistanceBetweenPlaces(lastLocationData.longitude, lastLocationData.latitude, locationData.longitude, locationData.latitude);
double angleToMove = AngleBetweenPlaces(lastLocationData.latitude, lastLocationData.longitude, locationData.latitude, locationData.longitude);
double angleToMoveRadians = Deg2Rad(angleToMove);
double newX = (newDistance * Math.Sin(angleToMoveRadians));
double newZ = (newDistance * Math.Cos(angleToMoveRadians));
float newXfloat = System.Convert.ToSingle(newX) * -1;
float newZfloat = System.Convert.ToSingle(newZ) * -1;
Debug.Log(string.Format("new x coordinate should be {0} and z should be {1}", newXfloat, newZfloat));
currentVector = this.gameObject.transform.position;
this.gameObject.transform.position = new Vector3((currentVector.x + newXfloat),0, (currentVector.z + newZfloat));
lastLocationData = locationData;
firstUpdate = 1;
}
public static double DistanceBetweenPlaces(
double lon1,
double lat1,
double lon2,
double lat2)
{
double phi1 = Deg2Rad(lat1);
double phi2 = Deg2Rad(lat2);
double deltaLamdba = Deg2Rad(lon2 - lon1);
double d = Math.Acos(
(Math.Sin(phi1) * Math.Sin(phi2)) +
(Math.Cos(phi1) * Math.Cos(phi2) * Math.Cos(deltaLamdba)));
return d * RATIO;
}
public static double Deg2Rad(double degrees)
{
return degrees * (Math.PI / 180.0);
}
public static double Rad2Deg(double radians)
{
return radians * (180.0 / Math.PI);
}
public double AngleBetweenPlaces(double lat1, double lon1, double lat2, double lon2)
{
var newLat1 = Deg2Rad(lat1);
var newLat2 = Deg2Rad(lat2);
var dLon = Deg2Rad(lon2) - Deg2Rad(lon1);
var y = Math.Sin(dLon) * Math.Cos(newLat2);
var x = Math.Cos(newLat1) * Math.Sin(newLat2) - Math.Sin(newLat1) * Math.Cos(newLat2) * Math.Cos(dLon);
var brng = Math.Atan2(y, x);
return (Rad2Deg(brng) + 360) % 360;
}
}