CoreLocation heading base on back camera (Augmented reality)

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盖世英雄少女心
盖世英雄少女心 2020-12-04 23:05

I would like to create an augmented reality view that is going to point an object in a direction. However, the CoreLocation heading is not working correctly when you are fac

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  •  执笔经年
    2020-12-04 23:49

    After much of research and testing. I ended up using GLKit for the calculation, as it saves me lots of trouble as well. Just leave it here for anyone who happen to get to this question.

    First, I started the CMMotionManager device motion updates with CMAttitudeReferenceFrameXTrueNorthZVertical.

    self.hasMotion = NO;
    CMMotionManager *cmmotionManager = [[CMMotionManager alloc] init];
    [cmmotionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXTrueNorthZVertical
                                                         toQueue:[[NSOperationQueue alloc] init]
                                                     withHandler:^ (CMDeviceMotion *motion, NSError *error) {
                                                         self.hasMotion = YES;
    
    
                                                     }];
    self.motionManager = cmmotionManager;
    

    From some codes that I found on the web to draw an openGL world using CoreMotion rotation and mix it with getting a point from screen to 3D world:

    float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
    GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), aspect, 0.1f, 100.0f);
    
    CMRotationMatrix r = self.motionManager.deviceMotion.attitude.rotationMatrix;
    GLKMatrix4 camFromIMU = GLKMatrix4Make(r.m11, r.m12, r.m13, 0,
                                           r.m21, r.m22, r.m23, 0,
                                           r.m31, r.m32, r.m33, 0,
                                           0,     0,     0,     1);
    
    GLKMatrix4 viewFromCam = GLKMatrix4Translate(GLKMatrix4Identity, 0, 0, 0);
    GLKMatrix4 imuFromModel = GLKMatrix4Identity;
    GLKMatrix4 viewModel = GLKMatrix4Multiply(imuFromModel, GLKMatrix4Multiply(camFromIMU, viewFromCam));
    bool isInvertible;
    GLKMatrix4 modelView = GLKMatrix4Invert(viewModel, &isInvertible);
    
    int viewport[4];
    viewport[0] = 0.0f;
    viewport[1] = 0.0f;
    viewport[2] = self.view.frame.size.width;
    viewport[3] = self.view.frame.size.height;
    
    bool success;
    //assume center of the view
    GLKVector3 vector3 = GLKVector3Make(self.view.frame.size.width/2, self.view.frame.size.height/2, 1.0);     
    GLKVector3 calculatedPoint = GLKMathUnproject(vector3, modelView, projectionMatrix, viewport, &success);
    if(success)
    {
        //CMAttitudeReferenceFrameXTrueNorthZVertical always point x to true north
        //with that, -y become east in 3D world
        float angleInRadian = atan2f(-calculatedPoint.y, calculatedPoint.x);
        return angleInRadian;
    }
    

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