在我的Xamarin.Android应用程序中,我从设备的地磁旋转矢量复合传感器中获得了X、Y、Z轴的方位数据,并用SensorManager.GetOrientation( )方法进行了处理。我想把这些定位数据应用到UrhoSharp的场景中,旋转属性的CameraNode,换句话说,我想要控制现场的相机使用设备的“方位”传感器。
到目前为止,我在SensorChanged事件处理程序中所做的工作:
// app -> an instance of Urho.SimpleApplication
public void OnSensorChanged(SensorEvent e) {
if (e.Sensor.Type == SensorType.GeomagneticRotationVector) {
var rm = new float[9];
SensorManager.GetRotationMatrixFromVector(rm, e.Values.ToArray());
var ov = new float[3];
SensorManager.GetOrientation(rm, ov);
app.Pitch = (Urho.MathHelper.RadiansToDegrees(ov[0]) + 360) % 360; // map [-Pi...+Pi] to [0...360]
app.Yaw = (Urho.MathHelper.RadiansToDegrees(ov[1]) + 360) % 360; // map [-Pi/2...+Pi/2] to [0...360]
app.CameraNode.Rotation = new Urho.Quaternion(app.Pitch, app.Yaw, 0);
}
}但不幸的是,它并没有像预期的那样工作,相机看起来总是错误的方向。有什么想法吗?
发布于 2018-05-15 12:12:29
最后,我用@joe的研究和帮助解决了这个问题。
以下是方法的最终版本:
// [app] is an instance of Urho.SimpleApplication
public void OnSensorChanged(SensorEvent e) {
if (e.Sensor.Type == SensorType.GeomagneticRotationVector) {
var inR = new float[9];
SensorManager.GetRotationMatrixFromVector(inR, e.Values.ToArray());
var outR = new float[9];
// we need to remap cooridante system, since the Y and Z axes will be swapped, when we pick up the device
if (SensorManager.RemapCoordinateSystem(inR, Android.Hardware.Axis.X, Android.Hardware.Axis.Z, outR)) {
var ov = new float[3];
SensorManager.GetOrientation(outR, ov);
try {
app.Pitch = (MathHelper.RadiansToDegrees(ov[1]) + 360) % 360;
app.Yaw = (MathHelper.RadiansToDegrees(ov[0]) + 360) % 360;
app.CameraNode.Rotation = new Quaternion(app.Pitch, app.Yaw, 0);
}
catch (System.Exception ex) {
// while Urho.SimpleApplication is not fully started, the [app] properties are not available
System.Diagnostics.Trace.WriteLine(ex.Message);
}
}
}
}发布于 2018-05-14 07:49:27
OnSensorChanged应该是:
if (e.Sensor == mRotationSensor)
{
var rm = new float[9];
SensorManager.GetRotationMatrixFromVector(rm, e.Values.ToArray());
var ov = new float[3];
SensorManager.GetOrientation(rm, ov);
app.pitch = (Urho.MathHelper.RadiansToDegrees(ov[1]) + 360) % 360; // map [-Pi...+Pi] to [0...360]
app.yaw = (Urho.MathHelper.RadiansToDegrees(ov[0]) + 360) % 360;
Log.Error("pitch=",app.pitch+"");
Log.Error("yaw=", app.yaw + "");
// map [-Pi/2...+Pi/2] to [0...360]
app.cameraNode.Rotation = new Urho.Quaternion(app.pitch, app.yaw, 0);
}您需要在SensorManager方法中为您的OnCreate添加这些内容:
mSensorManager = (SensorManager)GetSystemService(Activity.SensorService);
mRotationSensor = mSensorManager.GetDefaultSensor(SensorType.RotationVector);
mSensorManager.RegisterListener(this, mRotationSensor, SensorDelay.Game);并添加以下变量:
private SensorManager mSensorManager;
private Sensor mRotationSensor;最后,不要忘记为您的活动实现ISensorEventListener接口。
我提供了一个关于github的演示
发布于 2018-05-16 14:11:02
使用四元数的另一种可能的解决方案:
public void OnSensorChanged(SensorEvent e) {
if (e.Sensor.Type == SensorType.GeomagneticRotationVector) {
var qv = new float[4];
SensorManager.GetQuaternionFromVector(qv, e.Values.ToArray());
try {
app.CameraNode.Rotation = new Quaternion(qv[1], -qv[3], qv[2], qv[0]);
app.CameraNode.Pitch(90.0f);
app.CameraNode.Roll(180.0f);
}
catch (System.Exception ex) {
}
}
}https://stackoverflow.com/questions/50290730
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