使用CMDeviceMotion获取绝对旋转? [英] Obtain absolute rotation using CMDeviceMotion?

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本文介绍了使用CMDeviceMotion获取绝对旋转?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在使用Sprite Kit构建一个简单的游戏,屏幕不会旋转,但我想知道用户为游戏机制持有手机的角度。

I'm building a simple game with Sprite Kit, the screen doesn't rotate but I want to know the angle the user is holding the phone for a game mechanic.

我想用加速度计(x,y)轻松检索我想得到的值,但我发现这是不可靠的,所以我试图存档更好的结果使用 CMDeviceMotion 。我可以获得相当于 data.acceleration.y 但我无法弄清楚如何获得相当于 data.acceleration.x

The values I want to get can be easily retrieved with the accelerometer (x, y) but I have found this to be unreliable so I'm trying to archive better results with CMDeviceMotion. I could obtain the equivalent to data.acceleration.y but I can't figure out how to get the equivalent of data.acceleration.x.

if let data = motionManager.accelerometerData? {
    let y = CGFloat(data.acceleration.y)
    let x = CGFloat(data.acceleration.x)
}

// Device Motion
if let attitude = motionManager.deviceMotion?.attitude? {
    let y = CGFloat(-attitude.pitch * 2 / M_PI) // This matches closely with data.acceleration.y
    let x = ??????????
}

如何计算 data.acceleration的等价物.x 使用 CMDeviceMotion

推荐答案

这就是我现在正在尝试的。我通过实验得到它,所以我不知道它是否正确,可能有更好的解决方案。

This is what I'm trying now. I got to it through experimentation so I cannot tell if it's correct, probably there is a better solution.

            if let attitude = motionManager.deviceMotion?.attitude? {
                 // Convert pitch and roll to [-1, 1] range
                let pitch = CGFloat(-attitude.pitch * 2 / M_PI)
                let roll = CGFloat(abs(attitude.roll) > M_PI / 2 ? (2 - abs(attitude.roll) * 2 / M_PI) * (attitude.roll > 0 ? 1 : -1) : attitude.roll * 2 / M_PI)

                // Calculate x and y
                let y = pitch
                let x = roll*(1.0-abs(pitch))
            }

这篇关于使用CMDeviceMotion获取绝对旋转?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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