Cocos3d和增强现实技术

3

我想在我的iPhone应用中将cocos3d的3D对象作为相机叠加物添加到增强现实中。我有一个带有一些模型的CC3Scene。我创建了motionManager捕获以获取有关设备相机方向的信息,然后在-(void)update:(ccTime)dt中尝试更新cocos3d场景中相机的位置(场景的上方向是Z轴):

-(void) update:(ccTime)dt
{
    CMDeviceMotion *currentDeviceMotion = motionManager.deviceMotion;
    CMAttitude *currentAttitude = currentDeviceMotion.attitude;

    CC3Camera *cam = (CC3Camera*)[cc3Scene getNodeNamed:@"Camera"];

    static double lastY = 0;
    static double lastP = 0;
    static double lastR = 0;

    double yaw = CC_RADIANS_TO_DEGREES(currentAttitude.yaw-lastY);
    double pitch = CC_RADIANS_TO_DEGREES(currentAttitude.pitch-lastP);
    double roll = CC_RADIANS_TO_DEGREES(currentAttitude.roll-lastR);

    CC3Vector fd = cc3v(0,1,0);
    [cam rotateByAngle:roll aroundAxis:fd];

    CC3Vector rp = cc3v(1,0,0);
    [cam rotateByAngle:pitch aroundAxis:rp];

    CC3Vector up = cc3v(0,0,1);
    [cam rotateByAngle:yaw aroundAxis:up];

lastY = currentAttitude.yaw;
lastP = currentAttitude.pitch;
lastR = currentAttitude.roll;

[super update:dt];
}

我无法直接使用cam.rotation = cc3v(pitch, roll, yaw),因为cocos中旋转的顺序(使用我的当前坐标轴)与设备中的不匹配。但是,我的代码也不能正确工作。在手动旋转相机时出现错误,并且我不知道应该如何旋转它以使其正确(我已经尝试了几乎所有顺序和坐标轴的组合)。

所以问题是如何匹配cocos的相机旋转和设备的旋转?我有什么遗漏吗?或者您是否可以提供具有此类主题的代码或教程项目?我知道这是一个非常简单的问题,只涉及三角学,但我一直在想办法却无解。

谢谢!

1个回答

1

已完成这段代码,运行正常。

-(CC3Vector4)multiplyQuaternion:(CC3Vector4)q2 onAxis:(CC3Vector4)axis byDegress:(float)degrees{

  CC3Vector4 q1;

  q1.x = axis.x;
  q1.y = axis.y;
  q1.z = axis.z;

  // Converts the angle in degrees to radians.
  float radians = CC_DEGREES_TO_RADIANS(degrees);

  // Finds the sin and cosine for the half angle.
  float sin = sinf(radians * 0.5);
  float cos = cosf(radians * 0.5);

  // Formula to construct a new Quaternion based on direction and angle.
  q1.w = cos;
  q1.x = q1.x * sin;
  q1.y = q1.y * sin;
  q1.z = q1.z * sin;

  // Multiply quaternion, q1 x q2 is not equal to q2 x q1

  CC3Vector4 newQ;
  newQ.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
  newQ.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
  newQ.y = q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x;
  newQ.z = q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w;

  return  newQ;
}

-(void)updateCameraFromMotion:(CMDeviceMotion *)deviceMotion {

  CMAttitude  * attitude    = deviceMotion.attitude;
  CMQuaternion  quaternion  = attitude.quaternion;
  CC3Vector4    camQuaternion;
  camQuaternion.w =  quaternion.w;
  camQuaternion.x = -quaternion.x;
  camQuaternion.y = -quaternion.z;
  camQuaternion.z =  quaternion.y;
  camQuaternion   = [self multiplyQuaternion:camQuaternion onAxis:CC3Vector4Make(1, 0, 0, 0) byDegress:90];
  self.activeCamera.quaternion = camQuaternion;  

}

请注意,在启动时相机的forwardDirection很重要,我将其设置为(1,0,0)。

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