正如标题已经说过的,我目前正在做一个小的球平衡游戏,使用陀螺仪旋转旋转一个带有球的浮动平台。我经常遇到的问题是:我不能锁定y轴。我使用了欧拉角,它工作得很完美,但我必须处理万向节锁。因为我不想处理欧拉的这个问题,所以我试着用四元数代替,它确实是以某种方式起作用的。我可以设置旋转,并可以定义一个校准偏移陀螺仪。如果我不计算这个偏移量,旋转将是绝对的,而不是相对于无名氏的世界空间。但是我总是有某种y旋转,即使我把四元数设置为0。
例如:我开始游戏,校准陀螺仪到我的旋转,但之后,围绕y轴旋转在现实世界的空间。这个平台一直面向着摄像机,但旋转轴也是如此。
正常的行为和它应该是怎样的(在真实的空间里没有y轴的旋转):https://www.nani-games.net/share/umSc6XH1vE.gif
实际行为和它不应该是什么(在现实世界空间中y轴的旋转):https://www.nani-games.net/share/AVicmV4fWe.gif
我已经尝试过的东西列表:
使用欧拉角和四元数组合组成一个新的四元数和所需参数/ rotations
如何建立我的场景: https://www.nani-games.net/share/Unity_fAQKW7cfPK.png
我有两个脚本,用来获得陀螺仪的旋转,使它在统一中有用,并用来旋转其他物体。
一个名为DeviceRotation的静态脚本。它激活陀螺仪并从它获得旋转:
using UnityEngine;
static class DeviceRotation
{
public static Quaternion offsetRotation;
private static bool gyroInitialized = false;
public static bool HasGyroscope
{
get
{
return SystemInfo.supportsGyroscope;
}
}
public static Quaternion Get()
{
if (!gyroInitialized)
{
InitGyro();
}
return HasGyroscope
? ReadGyroscopeRotation()
: Quaternion.identity;
}
private static void InitGyro()
{
if (HasGyroscope)
{
Input.gyro.enabled = true;
Input.gyro.updateInterval = 0.0167f; // 60Hz
}
gyroInitialized = true;
}
private static Quaternion ReadGyroscopeRotation()
{
return new Quaternion(0.5f, 0.5f, -0.5f, 0.5f) * Input.gyro.attitude * new Quaternion(0, 0, 1, 0);
}
public static void calibrateCoords()
{
Quaternion deviceRotation = Get();
offsetRotation = deviceRotation;
}
}是附加到platform对象的第二个脚本。它获得一个校准四元数,从校准四元数中计算出一个新的四元数和一个不断更新的四元数(都来自陀螺旋转),然后将平台转换为这个新的旋转:。
using UnityEngine;
using UnityEngine.UI;
public class Gyroscope : MonoBehaviour
{
public Button resetSphere;
public Button calibrate;
public GameObject sphere;
public Text platformCoords;
public Text gyroOffsetCoords;
void Start()
{
DeviceRotation.calibrateCoords();
calibrate.onClick.AddListener(DeviceRotation.calibrateCoords);
setGyroRotation();
resetSphere.onClick.AddListener(ResetSphere);
}
void Update()
{
setGyroRotation();
Vector3 offsetRotationEuler = DeviceRotation.offsetRotation.eulerAngles;
gyroOffsetCoords.text = "GyroOffset:\n" +
"X: " + offsetRotationEuler.x + "\n" +
"Y: " + offsetRotationEuler.y + "\n" +
"Z: " + offsetRotationEuler.z;
}
private void ResetSphere()
{
GameObject temp_sphere = Instantiate(sphere);
temp_sphere.transform.position = new Vector3(0, 3, 0);
}
private void setGyroRotation()
{
Quaternion deviceRotation = DeviceRotation.Get();
Quaternion newRotation = Quaternion.Inverse(DeviceRotation.offsetRotation) * deviceRotation;
transform.localRotation = newRotation;
Vector3 platformAngles = transform.localRotation.eulerAngles;
platformCoords.text = "Platform:" + "\n" +
"X: " + platformAngles.x + "\n" +
"Y: " + platformAngles.y + "\n" +
"Z: " + platformAngles.z;
}
}所以,总结一切:我的问题是,我不能锁定一个四元数的一个轴(y轴)。我还尝试使用euler进行所需的旋转,然后将其转换为四元数(这就是为什么脚本QuaternionToEuler和EulerToQuaternion中存在这两个函数OffsetGyro的原因),但不幸的是,这导致了gimbal锁定(我猜这是一个多么令人惊讶的事情)。
在这个四元数问题上我真的需要帮助,几天后我就被困住了。
发布于 2021-01-01 02:57:50
所以,我玩了一小段时间,并试图随机创造一个可能的解决方案。这是我当前的函数setGyroRotation:
private void setGyroRotation()
{
Quaternion deviceRotation = DeviceRotation.Get();
Quaternion newRotation = Quaternion.Inverse(DeviceRotation.offsetRotation) * deviceRotation; // Calculating "initial" rotation
axisObject.transform.rotation = newRotation; // Setting the axis' rotation to our "initial" rotation
Vector3 unfixedUp = newRotation * Vector3.up;
float angle = Vector3.Angle(Vector3.up, unfixedUp);
Vector3 axis = Vector3.Cross(Vector3.up, unfixedUp);
if (axis == Vector3.zero)
{
transform.rotation = Quaternion.AngleAxis(unfixedUp.y >= 0f ? 0f : 180f, Vector3.right);
}
else
{
transform.rotation = Quaternion.AngleAxis(angle, axis);
}
Vector3 platformAngles = transform.localRotation.eulerAngles;
platformCoords.text = "Platform:" + "\n" +
"X: " + platformAngles.x + "\n" +
"Y: " + platformAngles.y + "\n" +
"Z: " + platformAngles.z;
}它几乎像预期的那样工作:没有万向节锁(至少不是很容易发生的)。只有当你的手机在x或z上旋转180度左右,y轴被冻结,但初始/校准旋转轴仍然是一个大问题。这里有一个gif,希望它能比其他的更好地显示问题:https://www.nani-games.net/share/93eHK0Fz1t.gif
平台上方的轴线显示陀螺的旋转,并施加偏移量。
发布于 2020-12-31 21:10:18
评论中的解释:
// FIELDS
// device rotation from last frame
// init with DeviceRotation.Get() where appropriate
private Quaternion prevDeviceRotation;
//...
// UPDATE LOGIC
// get the new device rotation
Quaternion newDeviceRotation = DeviceRotation.Get();
// Find difference between previous and current device rotation along previous axes
Quaternion relativeDelta = Quaternion.Inverse(prevDeviceRotation) * newDeviceRotation;
// Apply that difference to the transform's rotation to get an unfixed rotation
// for the transform
Quaternion unfixedTransformRotation = transform.rotation * relativeDelta ;
// determine the unfixed up direction after that rotation is applied.
Vector3 unfixedUp = unfixedTransformRotation * Vector3.up;
// find angle of up from world up
float angle = Vector3.Angle(Vector3.up, unfixedUp);
Vector3 axis = Vector3.Cross(Vector3.up, unfixedUp);
// if up is colinear with world up, use identity or flipped rotation
if (axis == Vector3.zero)
{
transform.rotation = Quaternion.AngleAxis(unfixedUp.y >= 0f ? 0f: 180f,
Vector3.right);
}
else
{
transform.rotation = Quaternion.AngleAxis(angle, axis);
}
// update prevDeviceRotation
prevDeviceRotation = newDeviceRotation;https://stackoverflow.com/questions/65510810
复制相似问题