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iOS cocos3d cameraを端末の姿勢に合わせて制御する
#import <CoreMotion/CoreMotion.h>
-(void) initMotionManager{
// 1.CMMotionManagereより、端末の姿勢情報を取得
_motionManager = [[CMMotionManager alloc] init];
// 更新の間隔を設定する
_motionManager.deviceMotionUpdateInterval = 1.0f / 30.0f;
// ハンドラを設定する
CMDeviceMotionHandler deviceMotionHandler;
deviceMotionHandler = ^ (CMDeviceMotion* motion, NSError* error) {
// 2.姿勢情報をx軸90度回転して適用
CMQuaternion quaternion = motion.attitude.quaternion;
CC3Vector4 camQuaternion;
camQuaternion.w = quaternion.w;
camQuaternion.x = -quaternion.x;
camQuaternion.y = -quaternion.z;
camQuaternion.z = quaternion.y;
camQuaternion = [self multiplyQuaternion:camQuaternion onAxis:CC3Vector4Make(1, 0, 0, 0) byDegress:90];
self.activeCamera.quaternion = camQuaternion;
// 3.landscape Rightの場合、カメラをz軸回転
self.activeCamera.rotation = cc3v(self.activeCamera.rotation.x,
self.activeCamera.rotation.y,
self.activeCamera.rotation.z-90);
};
// 向きの更新通知を開始する
[_motionManager startDeviceMotionUpdatesToQueue:[NSOperationQueue currentQueue]
withHandler:deviceMotionHandler];
}
-(CC3Vector4)multiplyQuaternion:(CC3Vector4)q2 onAxis:(CC3Vector4)axis byDegress:(float)degrees{
CC3Vector4 q1;
q1.x = axis.x;
q1.y = axis.y;
q1.z = axis.z;
// Converts the angle in degrees to radians.
float radians = CC_DEGREES_TO_RADIANS(degrees);
// Finds the sin and cosine for the half angle.
float sin = sinf(radians * 0.5);
float cos = cosf(radians * 0.5);
// Formula to construct a new Quaternion based on direction and angle.
q1.w = cos;
q1.x = q1.x * sin;
q1.y = q1.y * sin;
q1.z = q1.z * sin;
// Multiply quaternion, q1 x q2 is not equal to q2 x q1
CC3Vector4 newQ;
newQ.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
newQ.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
newQ.y = q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x;
newQ.z = q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w;
return newQ;
}
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