我一直在尋找SO和統一的答案現在幾周,一直無法解決這個問題。我在Unity中有一個3d對象,基於用戶當前的緯度/經度(例如41.23423,-122.87978)實例化,然後我想要將對象移動到新的經緯度,只要它們的位置發生變化。極地笛卡爾轉換的位置變化
因此41.23423,-122,87978在我的3D環境中變成了0,0,0,並且我應用了相對於原始位置的變化。我在比較兩個緯度/經度並計算距離和角度,然後做一個極地到笛卡兒的轉換,並將對象移動到新的位置。
我的問題是,更新正在移動的對象,但產生一些不穩定的結果,我猜是我的代碼中的問題。例如,如果我在兩個位置之間切換,第一個更改將移動到(131.6,0.0,0.0),但是然後切換回移動不會移動該對象。或者我也在測試場合看到第一次更改會產生意外的座標,但隨後的任何更改(在兩點之間切換)都會爲每個位置產生相同的相對值。
我沒有對我做錯了什麼在這裏很好地處理,所以任何幫助將不勝感激,並提前道歉,如果這個問題太模糊或重複的問題(在我的代碼問題或也許我沒有正確地接近這個問題)
這裏是我的類的代碼,移動基於位置的對象。
using UnityEngine;
using System.Collections;
using System;
public class CameraMover : MonoBehaviour {
const double PIx = 3.141592653589793;
const double RADIO = 20925721.8;
public CoreLocationData lastLocationData;
public int firstUpdate = 0;
private Vector3 currentVector;
private Vector3 newVector;
// Use this for initialization
void OnEnable() {
CoreLocationManager.locationServicesDidUpdate += locationServicesDidUpdate;
}
// Update is called once per frame
void Update() {
}
public void locationServicesDidUpdate(CoreLocationData locationData)
{
if (firstUpdate == 0)
lastLocationData = locationData;
double newDistance = DistanceBetweenPlaces(lastLocationData.longitude, lastLocationData.latitude, locationData.longitude, locationData.latitude);
double angleToMove = Angle(lastLocationData.latitude, lastLocationData.longitude, locationData.latitude, locationData.longitude);
double newX = (newDistance * Math.Cos(angleToMove));
double newZ = (newDistance * Math.Sin(angleToMove));
float newXfloat = System.Convert.ToSingle(newX);
float newZfloat = System.Convert.ToSingle(newZ);
currentVector = this.gameObject.transform.position;
newVector = new Vector3(newXfloat, 0.0F, newZfloat);
this.gameObject.transform.position = Vector3.Lerp(currentVector, newVector, 1);
Debug.Log(string.Format("Distance To Move is {0}, angle is {1}", newDistance, angleToMove));
Debug.Log(string.Format("Moving from {0} to {1}", currentVector, newVector));
lastLocationData = locationData;
firstUpdate = 1;
}
public static double Radians(double x)
{
return x * PIx/180;
}
public static double DistanceBetweenPlaces(
double lon1,
double lat1,
double lon2,
double lat2)
{
double dlon = Radians(lon2 - lon1);
double dlat = Radians(lat2 - lat1);
double a = (Math.Sin(dlat/2) * Math.Sin(dlat/2)) + Math.Cos(Radians(lat1)) * Math.Cos(Radians(lat2)) * (Math.Sin(dlon/2) * Math.Sin(dlon/2));
double angle = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
return angle * RADIO;
}
public double Angle(double px1, double py1, double px2, double py2)
{
// Negate X and Y values
double pxRes = px2 - px1;
double pyRes = py2 - py1;
double angle = 0.0;
// Calculate the angle
if (pxRes == 0.0)
{
if (pxRes == 0.0)
angle = 0.0;
else if (pyRes > 0.0) angle = System.Math.PI/2.0;
else
angle = System.Math.PI * 3.0/2.0;
}
else if (pyRes == 0.0)
{
if (pxRes > 0.0)
angle = 0.0;
else
angle = System.Math.PI;
}
else
{
if (pxRes < 0.0)
angle = System.Math.Atan(pyRes/pxRes) + System.Math.PI;
else if (pyRes < 0.0) angle = System.Math.Atan(pyRes/pxRes) + (2 * System.Math.PI);
else
angle = System.Math.Atan(pyRes/pxRes);
}
// Convert to degrees
angle = angle * 180/System.Math.PI;return angle;
}
}
編輯
正確實施:
using UnityEngine;
using System.Collections;
using System;
public class CameraMover : MonoBehaviour
{
const double RATIO = 20902231.0029;
public CoreLocationData lastLocationData;
public int firstUpdate = 0;
private Vector3 currentVector;
private Vector3 newVector;
// Use this for initialization
void OnEnable()
{
CoreLocationManager.locationServicesDidUpdate += locationServicesDidUpdate;
}
// Update is called once per frame
void Update() { }
public void locationServicesDidUpdate(CoreLocationData locationData)
{
if (firstUpdate == 0)
{
lastLocationData = locationData;
}
double newDistance = DistanceBetweenPlaces(lastLocationData.longitude, lastLocationData.latitude, locationData.longitude, locationData.latitude);
double angleToMove = AngleBetweenPlaces(lastLocationData.latitude, lastLocationData.longitude, locationData.latitude, locationData.longitude);
double angleToMoveRadians = Deg2Rad(angleToMove);
double newX = (newDistance * Math.Sin(angleToMoveRadians));
double newZ = (newDistance * Math.Cos(angleToMoveRadians));
float newXfloat = System.Convert.ToSingle(newX) * -1;
float newZfloat = System.Convert.ToSingle(newZ) * -1;
Debug.Log(string.Format("new x coordinate should be {0} and z should be {1}", newXfloat, newZfloat));
currentVector = this.gameObject.transform.position;
this.gameObject.transform.position = new Vector3((currentVector.x + newXfloat),0, (currentVector.z + newZfloat));
lastLocationData = locationData;
firstUpdate = 1;
}
public static double DistanceBetweenPlaces(
double lon1,
double lat1,
double lon2,
double lat2)
{
double phi1 = Deg2Rad(lat1);
double phi2 = Deg2Rad(lat2);
double deltaLamdba = Deg2Rad(lon2 - lon1);
double d = Math.Acos(
(Math.Sin(phi1) * Math.Sin(phi2)) +
(Math.Cos(phi1) * Math.Cos(phi2) * Math.Cos(deltaLamdba)));
return d * RATIO;
}
public static double Deg2Rad(double degrees)
{
return degrees * (Math.PI/180.0);
}
public static double Rad2Deg(double radians)
{
return radians * (180.0/Math.PI);
}
public double AngleBetweenPlaces(double lat1, double lon1, double lat2, double lon2)
{
var newLat1 = Deg2Rad(lat1);
var newLat2 = Deg2Rad(lat2);
var dLon = Deg2Rad(lon2) - Deg2Rad(lon1);
var y = Math.Sin(dLon) * Math.Cos(newLat2);
var x = Math.Cos(newLat1) * Math.Sin(newLat2) - Math.Sin(newLat1) * Math.Cos(newLat2) * Math.Cos(dLon);
var brng = Math.Atan2(y, x);
return (Rad2Deg(brng) + 360) % 360;
}
}
我可能沒有三角函數知識來調試代碼的工作,但我可能是能夠找到另一種解決方案。 但是,我對理解問題有點不解。這是我對你的問題的解釋:你想實例化一個對象,它將保持與地球上的玩家相同的相對位置。 這是正確的嗎? – 2012-02-14 20:44:23
基本上問題是我正在從我的服務器下載基本上是地理緩存數據(圖片,消息等)的標記,而且這些對象都有一個靜態的經緯度。我將用戶置於0,0,然後隨着用戶的位置變化,我需要移動用戶,同時保持其他對象與用戶的適當相對距離(例如,用戶實例化爲0,0,對象爲10,0,然後用戶移至5,0的緯度/長度等價物,10,0的對象現在距離用戶5個單位) – johnnyclem 2012-02-15 17:46:05