这是一个360度视频播放器项目。
我在根节点上增加了一个摄像阳极(SCNNode
),摄像阳极被放在SCNSphere
的中心(0,0,0),它现在可以播放视频了。
现在我必须使用devicemotion。当设备移动时,我需要旋转摄像机。不只是旋转某个角度。(不只是设备移动,当我拿着一个设备时,我的移动就像设备在移动。因为我发现如果我使用deviceMotion.attitude.roll
,相机阳极只在设备自行移动时移动,而不是当我用设备绕圈时移动
当设备位于(x1,y1,z1)位置时,相机阳极会随着设备移动而旋转,当设备再次位于(x1,y1,z1)位置时,视图应该与上次离开时相同。
这是我所做的:
if (self.motionManager.gyroAvailable) {
self.motionManager.gyroUpdateInterval = 1.0/60.0;
[self.motionManager startGyroUpdatesToQueue:self.queue withHandler:^(CMGyroData *gyroData, NSError *error){
if (error) {
[self.motionManager stopGyroUpdates];
NSLog(@"Gyroscope encountered error:%@",error);
}else {
CGFloat tempX = 0;
CGFloat tempY = 0;
CGFloat tempZ = 0;
if ((fabs(gyroData.rotationRate.y)/60) > 0.002) {
tempY = gyroData.rotationRate.y/60;
}
tempX = gyroData.rotationRate.x/60;
tempZ = gyroData.rotationRate.z/60;
[self.cameraNode runAction:[SCNAction rotateByX:-tempY y:tempX z:tempZ duration:0]];
}
}];
}else {
NSLog(@"This device has no gyroscope");
}
数学可能是错误的,我不知道为什么我要划分60,但当我使用[self.cameraNode runAction:[SCNAction rotateByX:-tempY y:tempX z:tempZ duration:0]];
问题是什么?
- 我应该使用哪些数据?
CMGyroData
或CMDeviceMotion
。如果使用CMDeviceMotion
,我应该使用哪个特定的值?deviceMotion.attitude
, deviceMotion.attitude.quaternion
, deviceMotion.gravity
- 这是正确的方法来旋转相机阳极?有很多方法,我不确定。
+ (SCNAction *)rotateByX:(CGFloat)xAngle y:(CGFloat)yAngle z:(CGFloat)zAngle duration:(NSTimeInterval)duration;
+ (SCNAction *)rotateToX:(CGFloat)xAngle y:(CGFloat)yAngle z:(CGFloat)zAngle duration:(NSTimeInterval)duration;
设备运动是最好的,因为它连接了多个传感器,并以一种有意义的方式将数据融合在一起。最好避免使用欧拉角,因为它们会受到万向节锁定的影响。相反,使用四元数并使用它们设置相机方向。
我已经为CMDeviceMotion创建了一个Swift类扩展,它可以让你确定设备正在看什么(对于屏幕的任何方向)。
从那里,很容易旋转你的相机。首先,设置你的设备运动(在视图中显示,或其他适当的位置):
if motionManager.deviceMotionAvailable {
motionManager.deviceMotionUpdateInterval = 0.017
motionManager.startDeviceMotionUpdatesToQueue(NSOperationQueue(), withHandler: deviceDidMove)
}
然后在您的deviceDidMove实现中处理这些更新,使用前面提到的CMDeviceMotion扩展:
func deviceDidMove(motion: CMDeviceMotion?, error: NSError?) {
if let motion = motion {
yourCameraNode.orientation = motion.gaze(atOrientation: UIApplication.sharedApplication().statusBarOrientation)
}
}
现在你的相机应该跟随你的设备在空间的方向
Swift 5.0/iOS 13 Update
使用最初答案的辉煌扩展,您可以简单地这样做:
override func viewDidAppear(_ animated: Bool) {
// let motionManager = CMMotionManager() // definition made globally
// CoreMotion
motionManager.startDeviceMotionUpdates()
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
let interfaceOrientation = UIApplication.shared.windows.first(where: { $0.isKeyWindow })?.windowScene?.interfaceOrientation // for iOS13 and later
// .xTrueNorthZVertical // always aligns to the real north
// .xArbitraryZVertical // will use this one for initial direction
motionManager.startDeviceMotionUpdates(using: .xArbitraryZVertical, to: OperationQueue.main, withHandler: { (motion: CMDeviceMotion?, err: Error?) in
guard let m = motion else { return }
// self.cameraNode.orientation = m.gaze(atOrientation: UIApplication.shared.statusBarOrientation) // before iOS 13
self.cameraNode.orientation = m.gaze(atOrientation: interfaceOrientation!) // for iOS13 and later
})
}
对于iOS 15使用扩展从初始答案
override func viewDidAppear(_ animated: Bool) {
// let motionManager = CMMotionManager() // definition made globally
// CoreMotion
motionManager.startDeviceMotionUpdates()
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
//this following line is changed to avoid deprecated term
let interfaceOrientation = keyWindow!.windowScene?.interfaceOrientation
// .xTrueNorthZVertical // always aligns to the real north
// .xArbitraryZVertical // will use this one for initial direction
motionManager.startDeviceMotionUpdates(using: .xArbitraryZVertical, to: OperationQueue.main, withHandler: { (motion: CMDeviceMotion?, err: Error?) in
guard let m = motion else { return }
// self.cameraNode.orientation = m.gaze(atOrientation: UIApplication.shared.statusBarOrientation) // before iOS 13
self.cameraNode.orientation = m.gaze(atOrientation: interfaceOrientation!) // for iOS13 and later
})
}
extension (change name UIApplication) {
var keyWindow: UIWindow? {
// Get connected scenes
return UIApplication.shared.connectedScenes
// Keep only active scenes, onscreen and visible to the user
.filter { $0.activationState == .foregroundActive }
// Keep only the first `UIWindowScene`
.first(where: { $0 is UIWindowScene })
// Get its associated windows
.flatMap({ $0 as? UIWindowScene })?.windows
// Finally, keep only the key window
.first(where: .isKeyWindow)
}