我试图在沿左右轴和上下轴的两个deviceorientation
事件之间改变方向,这些轴通常被定义为电话x
和y
轴(https://developer.mozilla.org/en-US/docs/Web/Guide/Events/Orientation_and_motion_data_explained)
即在瞬间t1
和t2
之间,这些电话轴从(x1, y1)
移到(x2, y2)
,它想得到(angle(x2-x1), angle(y1-y2))
。
当设备处于纵向模式(与横向模式相对)时,这些轴似乎对应于beta
和gamma
。但是,当电话是垂直的(底部朝向地面)时,gamma
值变得非常不稳定,并且从90度跳到-90度(同时,alpha跳了180度)。您可以很容易地看到here on your phone
我想避免这种情况,并获得360范围内的值。这是我到目前为止的内容:
// assuming portrait mode
var beta0, gamma0;
window.addEventListener('deviceorientation', function(orientation) {
if (typeof beta0 === 'undefined') {
beta0 = beta;
gamma0 = gamma;
}
console.log('user has moved to the left by', gamma - gamma0, ' and to the top by', beta - beta0);
});
当设备大部分是水平的时可以正常工作,而在垂直的情况下则完全不能工作
最佳答案
好的。首先,对设备方向输入的简单说明:
绝对坐标系(X, Y, Z)
表示X
是East,Y
是North而Z
是up。设备相对坐标系统(x, y, z)
表示x
正确,y
顶部,z
向上。然后,方位角(alpha, beta, gamma)
是描述三个简单旋转的角度,这些旋转将(X, Y, Z)
更改为(x, y, z)
,如下所示:
Z
旋转alpha
度,这通过(X, Y, Z)
= (X', Y', Z')
Z'
转换为Z
X'
旋转beta
度,这通过(X', Y', Z')
= (X'', Y'', Z'')
X''
转换为X'
Y''
旋转gamma
度,这通过(X'', Y'', Z'')
= (x, y, z)
y
转换为Y''
(它们称为
Z-X'-Y''
类型的固有Tait-Bryan角)现在,我们可以通过组合简单的旋转矩阵来获得相应的旋转矩阵,每个旋转矩阵分别对应于三个旋转之一。
[ cC 0 sC ] [ 1 0 0 ] [ cA -sA 0 ]
R(A, B, C) = Ry(C)*Rx(B)*Rz(A) = | 0 1 0 |*| 0 cB -sB |*[ sA cA 0 ]
[ -sC 0 cC ] [ 0 sB cB ] [ 0 0 1 ]
其中
A, B, C
表示alpha, beta, gamma
的缩写,s, c
表示sin, cos
的缩写。现在,我们对与方位
y
和x
相对应的两个位置(x, y, z)
和(x', y', z')
之间的左右旋转角度((A, B, C)
轴)和自上而下((A', B', C')
轴)的角度变化感兴趣(x', y', z')
表示的(x, y, z)
坐标由R(A', B', C') * R(A, B, C)^-1 = R(A', B', C') * R(A, B, C)^T
给出,因为逆是正交(旋转)矩阵的转置。最后,如果是z' = p*x + q*y + r*z
,则这些旋转的角度分别是左右轴周围的p
和自上而下的q
(对于小角度而言,这是正确的,因为这些角度需要频繁地更新方向,否则asin(p)
和asin(r)
距离事实更近)因此,这里有一些JavaScript可以获取旋转矩阵:
/*
* gl-matrix is a nice library that handles rotation stuff efficiently
* The 3x3 matrix is a 9 element array
* such that indexes 0-2 correspond to the first column, 3-5 to the second column and 6-8 to the third
*/
import {mat3} from 'gl-matrix';
let _x, _y, _z;
let cX, cY, cZ, sX, sY, sZ;
/*
* return the rotation matrix corresponding to the orientation angles
*/
const fromOrientation = function(out, alpha, beta, gamma) {
_z = alpha;
_x = beta;
_y = gamma;
cX = Math.cos( _x );
cY = Math.cos( _y );
cZ = Math.cos( _z );
sX = Math.sin( _x );
sY = Math.sin( _y );
sZ = Math.sin( _z );
out[0] = cZ * cY + sZ * sX * sY, // row 1, col 1
out[1] = cX * sZ, // row 2, col 1
out[2] = - cZ * sY + sZ * sX * cY , // row 3, col 1
out[3] = - cY * sZ + cZ * sX * sY, // row 1, col 2
out[4] = cZ * cX, // row 2, col 2
out[5] = sZ * sY + cZ * cY * sX, // row 3, col 2
out[6] = cX * sY, // row 1, col 3
out[7] = - sX, // row 2, col 3
out[8] = cX * cY // row 3, col 3
};
现在我们得到了角度增量:
const deg2rad = Math.PI / 180; // Degree-to-Radian conversion
let currentRotMat, previousRotMat, inverseMat, relativeRotationDelta,
totalRightAngularMovement=0, totalTopAngularMovement=0;
window.addEventListener('deviceorientation', ({alpha, beta, gamma}) => {
// init values if necessary
if (!previousRotMat) {
previousRotMat = mat3.create();
currentRotMat = mat3.create();
relativeRotationDelta = mat3.create();
fromOrientation(currentRotMat, alpha * deg2rad, beta * deg2rad, gamma * deg2rad);
}
// save last orientation
mat3.copy(previousRotMat, currentRotMat);
// get rotation in the previous orientation coordinate
fromOrientation(currentRotMat, alpha * deg2rad, beta * deg2rad, gamma * deg2rad);
mat3.transpose(inverseMat, previousRotMat); // for rotation matrix, inverse is transpose
mat3.multiply(relativeRotationDelta, currentRotMat, inverseMat);
// add the angular deltas to the cummulative rotation
totalRightAngularMovement += Math.asin(relativeRotationDelta[6]) / deg2rad;
totalTopAngularMovement += Math.asin(relativeRotationDelta[7]) / deg2rad;
}
最后,要考虑屏幕方向,我们必须替换
_z = alpha;
_x = beta;
_y = gamma;
经过
const screen = window.screen;
const getScreenOrientation = () => {
const oriented = screen && (screen.orientation || screen.mozOrientation);
if (oriented) switch (oriented.type || oriented) {
case 'landscape-primary':
return 90;
case 'landscape-secondary':
return -90;
case 'portrait-secondary':
return 180;
case 'portrait-primary':
return 0;
}
return window.orientation|0; // defaults to zero if orientation is unsupported
};
const screenOrientation = getScreenOrientation();
_z = alpha;
if (screenOrientation === 90) {
_x = - gamma;
_y = beta;
}
else if (screenOrientation === -90) {
_x = gamma;
_y = - beta;
}
else if (screenOrientation === 180) {
_x = - beta;
_y = - gamma;
}
else if (screenOrientation === 0) {
_x = beta;
_y = gamma;
}
请注意,累积的左右角度和上下角度将取决于用户选择的路径,不能直接从设备方向推断出,而必须通过移动进行跟踪。您可以通过不同的 Action 到达相同的位置: