我一直在寻找SO和统一的答案现在几周,一直无法解决这个问题。我在Unity中有一个3d对象,基于用户当前的纬度/经度(例如41.23423,-122.87978)实例化,然后我想要将对象移动到新的经纬度,只要它们的位置发生变化。极地笛卡尔转换的位置变化
因此41.23423,-122,87978在我的3D环境中变成了0,0,0,并且我应用了相对于原始位置的变化。我在比较两个纬度/经度并计算距离和角度,然后做一个极地到笛卡儿的转换,并将对象移动到新的位置。
我的问题是,更新正在移动的对象,但产生一些不稳定的结果,我猜是我的代码中的问题。例如,如果我在两个位置之间切换,第一个更改将移动到(131.6,0.0,0.0),但是然后切换回移动不会移动该对象。或者我也在测试场合看到第一次更改会产生意外的坐标,但随后的任何更改(在两点之间切换)都会为每个位置产生相同的相对值。
我没有对我做错了什么在这里很好地处理,所以任何帮助将不胜感激,并提前道歉,如果这个问题太模糊或重复的问题(在我的代码问题或也许我没有正确地接近这个问题)
这里是我的类的代码,移动基于位置的对象。
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;
}
}
编辑
正确实施:
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;
}
}
我可能没有三角函数知识来调试代码的工作,但我可能是能够找到另一种解决方案。 但是,我对理解问题有点不解。这是我对你的问题的解释:你想实例化一个对象,它将保持与地球上的玩家相同的相对位置。 这是正确的吗? – 2012-02-14 20:44:23
基本上问题是我正在从我的服务器下载基本上是地理缓存数据(图片,消息等)的标记,而且这些对象都有一个静态的经纬度。我将用户置于0,0,然后随着用户的位置变化,我需要移动用户,同时保持其他对象与用户的适当相对距离(例如,用户实例化为0,0,对象为10,0,然后用户移至5,0的纬度/长度等价物,10,0的对象现在距离用户5个单位) – johnnyclem 2012-02-15 17:46:05