我想轉換地磁和加速度計在opengl ES1中旋轉相機,我發現了一些來自android的代碼,並改變了iPhone的代碼,實際上它或多或少地工作,但也有一些失誤,我可不是能找到這個錯誤,我把代碼,還調用OpenGL的沙一段:glLoadMatrixf((GLfloat*)matrix);
在iPhone上獲取定位設備的Opengl Es
- (void) GetAccelerometerMatrix:(GLfloat *) matrix headingX: (float)hx headingY:(float)hy headingZ:(float)hz;
{
_geomagnetic[0] = hx * (FILTERINGFACTOR-0.05) + _geomagnetic[0] * (1.0 - FILTERINGFACTOR-0.5)+ _geomagnetic[3] * (0.55);
_geomagnetic[1] = hy * (FILTERINGFACTOR-0.05) + _geomagnetic[1] * (1.0 - FILTERINGFACTOR-0.5)+ _geomagnetic[4] * (0.55);
_geomagnetic[2] = hz * (FILTERINGFACTOR-0.05) + _geomagnetic[2] * (1.0 - FILTERINGFACTOR-0.5)+ _geomagnetic[5] * (0.55);
_geomagnetic[3]=_geomagnetic[0] ;
_geomagnetic[4]=_geomagnetic[1];
_geomagnetic[5]=_geomagnetic[2];
//Clear matrix to be used to rotate from the current referential to one based on the gravity vector
bzero(matrix, sizeof(matrix));
//MAGNETIC
float Ex = -_geomagnetic[1];
float Ey =_geomagnetic[0];
float Ez =_geomagnetic[2];
//ACCELEROMETER
float Ax= -_accelerometer[0];
float Ay= _accelerometer[1] ;
float Az= _accelerometer[2] ;
float Hx = Ey*Az - Ez*Ay;
float Hy= Ez*Ax - Ex*Az;
float Hz = Ex*Ay - Ey*Ax;
float normH = (float)sqrt(Hx*Hx + Hy*Hy + Hz*Hz);
float invH = 1.0f/normH;
Hx *= invH;
Hy *= invH;
Hz *= invH;
float invA = 1.0f/(float)sqrt(Ax*Ax + Ay*Ay + Az*Az);
Ax *= invA;
Ay *= invA;
Az *= invA;
float Mx = Ay*Hz - Az*Hy;
float My = Az*Hx - Ax*Hz;
float Mz = Ax*Hy - Ay*Hx;
// if (mOut.f != null) {
matrix[0] = Hx; matrix[1] = Hy; matrix[2] = Hz; matrix[3] = 0;
matrix[4] = Mx; matrix[5] = My; matrix[6] = Mz; matrix[7] = 0;
matrix[8] = Ax; matrix[9] = Ay; matrix[10] = Az; matrix[11] = 0;
matrix[12] = 0; matrix[13] = 0; matrix[14] = 0; matrix[15] = 1;
}
非常感謝您的幫助。
編輯:iPhone它在橫向方向永久,我知道有什麼地方是錯誤的,因爲在Opengl Es繪的對象出現兩次。
我希望我足夠聰明,知道這一切意味着什麼。大聲笑。 – 2011-05-10 14:02:00