Unable to rotate around the Z axis in RealityKit / ARKit - swift

I'm creating an app using RealityKit and I'm having trouble rotating an element around the Z axis.
The element is an eyelid - which is essentially a sphere cut in half. My hope is to update the Z axis so it rotates. But no matter what I do, it does not move at all.
I am able to successfully rotate it around the x and y axis. But the z-axis seems to be stuck.
robot.topLidL?.orientation = simd_mul(
simd_quatf(angle: deg2rad(-80 + (130 * eyeBlinkLeft)), axis: [1, 0, 0]), // this line handles the blinking as expected
simd_quatf(angle: deg2rad((130 * browLeft) - (60 * browInnerUp)), axis: [0, 0, 1])) // this should rotate the eyelid around the z axis but it does not move at all.
I get 0 movement at all around the z-axis. I confirmed that I am getting values from browLeft and browInnerUp. I looked at the assets in Reality Composer and all looks well. An interesting note is if I change the Z value in Reality Composer, I do see the rotation in Composer as I would expect. But when I hardcode that value in my code, it still doesn't change rotation position.
I also just tried
robot.topLidL?.orientation = simd_quatf(angle: deg2rad((130 * browLeft) - (60 * browInnerUp)), axis: [0, 0, 1])
and that doesn't work either. I even just hardcoded:
robot.topLidL?.orientation = simd_quatf(angle: deg2rad(50), axis: [0, 0, 1])
And even that didn't cause any change.
Simply put, I'm getting no movement at all around the z-axis.
Do you have any ideas why this might be the case?
Additional code:
private func deg2rad(_ value: Float) -> Float {
value * .pi / 180
}

Related

Rotating rotation value by different normalized vector directions

I have written a script in Unity which takes a SkinnedMeshRenderer and AnimationClip and rotates the vertices in each by a specified number of degrees. It looks mostly correct except that rotations seem to be incorrect. Here is an example bone rotation (in euler angles) in the skeleton along with the correct values that would be needed for the animation to look correct.
With no rotation: (0, 0, -10)
Rotated 90 degrees: (-10, 0, 0)
Rotate 180 degrees: (0, 0, 10)
I have been trying to find a way to rotate these bones to make this conversion make sense with the data I have here, but have come up short. I know I want to rotate these values around the Y axis, but don't actually want the Y value in the euler angle to change. I am aware I could just reorient the root bone around the Y axis and the problem would be solved, but I want to have no rotation in the Y axis. I am "fixing" some older animations that have unnecessary rotation values in them.
var localBoneRotation = new Quaternion(keysX[j].value, keysY[j].value, keysZ[j].value, keysW[j].value).eulerAngles;
var reorientedForward = Quaternion.AngleAxis(rotation, Vector3.up) * Vector3.forward;
localBoneRotation.x *= reorientedForward.x;
localBoneRotation.y *= reorientedForward.y;
localBoneRotation.z *= reorientedForward.z;
var finalRotation = Quaternion.Euler(localBoneRotation);
keysX[j].value = finalRotation.x;
keysY[j].value = finalRotation.y;
keysZ[j].value = finalRotation.z;
keysW[j].value = finalRotation.w;
I have also tried using a matrix and Vector3 but most of the time I end up with values in the Y. Perhaps I am going about this incorrectly. I just need to be able to specify an angle rotation and then have the input data match the final euler angles with each of these data points.

SceneKit's look(at:up:localFront:) not working right in certain scenarios

This can be reproduced using the default Xcode 3D game template (SpaceShip).
Remove the runAction line that rotates the ship in the GameViewController.
Add this line. The ship correctly faces away from the camera.
Note the very small x component in the at: parameter.
ship.look(at: SCNVector3(0.001, 0, -100.0), up: SCNVector3(0, 1, 0), localFront: SCNVector3(0, 0, 1)) // Works! Ship faces away from camera.
However, it the x component of the at: parameter is exactly zero, the ship's orientation does not change. The ship continues to face the camera instead of facing away from it.
ship.look(at: SCNVector3(0, 0, -100.0), up: SCNVector3(0, 1, 0), localFront: SCNVector3(0, 0, 1)) // DOES NOT work
Seeing the same problem with simdLook()
For starters, if you show the world origin sceneView.debugOptions = ARSCNDebugOptions.showWorldOrigin], you will see that the x and y axis are actually opposite to what they would normally be, i.e. x is now y and y is now x.
Second, you are changing the x axis and not z axis. If you want the spaceship to look away or at you, that runs along the z axis. Negative(-) z will look at you where Positive(+)z will look away from you. Trying just changing the -100 to +100.

Wrong axis values of Gamepad in Matlab's Psychtoolbox

I'm using the Gamepad interface in Psychtoolbox together with a Logitech Attack3 joystick and the following code:
while ~Gamepad('GetButton', 4, 1)
force = Gamepad('GetAxis', 4, 2);
force = force / 32768;
zoomFactor = 0.1 * force;
zoom(1 + zoomFactor);
end
It's supposed to get the vertical axis value from the joystick and use that to calculate the zoom factor (toy problem: zoom in and out of picture).
When querying the axis value, I get strange results. If I move the joystick, the axis value changes as expected. However, when I release the joystick back into resting, the axis value should return 0, but it just stays at the last displayed value. Basically, the joystick only registers movement away from the center but not the returning motion back to the resting position.

3D Cube Problem! Part 1

I have created a 3D cube in iphone using CALayer's. Now I wanted to rotate that cube(CALayer) at 90˚ when user double taps on it.
I was able to rotate that cube(CALayer) to 90˚ once but when I double tap the cube(CALayer) is not rotating.
Here is the code that I used to rotate the cube(CALayer)
CATransform3D x = CATransform3DRotate(currentLayer.sublayerTransform, M_PI / 2, 0, 0, 1);
currentLayer.transform = x;
Can anyone help in this. What I'm doing wrong.
PS. For the people who are wondering how I got the degree sign then here is the trick
Option + K
its because you are not changing the angle of rotation .... to understand this lets say you are passing M_PI/2 each time to that method .... so CATransform3DRotate do not rotate it to next 90˚ rather it rotate the layer to the specified angle in this case its 90... so you are not getting any chage because it already at 90˚ ..... so to get correct result do this
static float angle = M_PI / 2;//dont make it static rather make it a global variable
angle += M_PI / 2;
CATransform3D x = CATransform3DRotate(currentLayer.sublayerTransform,angle, 0, 0, 1);
currentLayer.transform = x;

How do I use the gravity vector to correctly transform scene for augmented reality?

I'm trying figure out how to get an OpenGL specified object to be displayed correctly according to the device orientation (ie. according to the gravity vector from the accelerometer, and heading from compass).
The GLGravity sample project has an example which is almost like this (despite ignoring heading), but it has some glitches. For example, the teapot jumps 180deg as the device viewing angle crosses the horizon, and it also rotates spuriously if you tilt the device from portrait into landscape. This is fine for the context of this app, as it just shows off an object and it doesn't matter that it does these things. But it means that the code just doesn't work when you attempt to emulate real life viewing of an OpenGL object according to the device's orientation. What happens is that it almost works, but the heading rotation you apply from the compass gets "corrupted" by the spurious additional rotations seen in the GLGravity example project.
Can anyone provide sample code that shows how to adjust correctly for the device orientation (ie. gravity vector), or to fix the GLGravity example so that it doesn't include spurious heading changes?
//Clear matrix to be used to rotate from the current referential to one based on the gravity vector
bzero(matrix, sizeof(matrix));
matrix[3][3] = 1.0;
//Setup first matrix column as gravity vector
matrix[0][0] = accel[0] / length;
matrix[0][1] = accel[1] / length;
matrix[0][2] = accel[2] / length;
//Setup second matrix column as an arbitrary vector in the plane perpendicular to the gravity vector {Gx, Gy, Gz} defined by by the equation "Gx * x + Gy * y + Gz * z = 0" in which we arbitrarily set x=0 and y=1
matrix[1][0] = 0.0;
matrix[1][1] = 1.0;
matrix[1][2] = -accel[1] / accel[2];
length = sqrtf(matrix[1][0] * matrix[1][0] + matrix[1][1] * matrix[1][1] + matrix[1][2] * matrix[1][2]);
matrix[1][0] /= length;
matrix[1][1] /= length;
matrix[1][2] /= length;
//Setup third matrix column as the cross product of the first two
matrix[2][0] = matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1];
matrix[2][1] = matrix[1][0] * matrix[0][2] - matrix[1][2] * matrix[0][0];
matrix[2][2] = matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0];
//Finally load matrix
glMultMatrixf((GLfloat*)matrix);
Here's a clarification showing how to get the elevation and tilt that are needed for gluLookAt solution as shown in my last answer:
// elevation comes from z component (0 = facing horizon)
elevationRadians = asin(gravityVector.z / Vector3DMagnitude(gravityVector));
// tilt is how far screen is from vertical, looking along z axis
tiltRadians = atan2(-gravityVector.y, -gravityVector.x) - M_PI_2;
Following up on Chris's suggestion: I'm not sure if I've got this all correct due to differing conventions of row/column order and heading cw or ccw. However the following code is what I came up with:
Vector3D forward = Vector3DMake(0.0f, 0.0f, -1.0f);
// Multiply it by current rotation matrix to get teapot direction
Vector3D direction;
direction.x = matrix[0][0] * forward.x + matrix[1][0] * forward.y + matrix[2][0] * forward.z;
direction.y = matrix[0][1] * forward.x + matrix[1][1] * forward.y + matrix[2][1] * forward.z;
direction.z = matrix[0][2] * forward.x + matrix[1][2] * forward.y + matrix[2][2] * forward.z;
heading = atan2(direction.z, direction.x) * 180 / M_PI;
// Use this heading to adjust the teapot direction back to keep it fixed
// Rotate about vertical axis (Y), as it is a heading adjustment
glRotatef(heading, 0.0, 1.0, 0.0);
When I run this code, the teapot behaviour has apparently "improved" eg. heading no longer flips 180deg when device screen (in portrait view) is pitched forward/back through upright. However, it still makes major jumps in heading when device (in landscape view) is pitched forward/back. So something's not right. It suggests that the above calculation of the actual heading is incorrect...
I finally found a solution that works. :-)
I dropped the rotation matrix approach, and instead adopted gluLookAt. To make this work you need to know the device "elevation" (viewing angle relative to horizon ie. 0 on horizon, +90 overhead), and the camera's "tilt" (how far the device is from vertical its x/y plane ie. 0 when vertical/portrait, +/-90 when horizontal/landscape), both of which are obtained from the device gravity vector components.
Vector3D eye, scene, up;
CGFloat distanceFromScene = 0.8;
// Adjust eye position for elevation (y/z)
eye.x = 0;
eye.y = distanceFromScene * -sin(elevationRadians); // eye position goes down as elevation angle goes up
eye.z = distanceFromScene * cos(elevationRadians); // z position is maximum when elevation is zero
// Lookat point is origin
scene = Vector3DMake(0, 0, 0); // Scene is at origin
// Camera tilt - involves x/y plane only - arbitrary vector length
up.x = sin(tiltRadians);
up.y = cos(tiltRadians);
up.z = 0;
Then you just apply the gluLookAt transformation, and also rotate the scene according to the device heading.
// Adjust view for device orientation
gluLookAt(eye.x, eye.y, eye.z, scene.x, scene.y, scene.z, up.x, up.y, up.z);
// Apply device heading to scene
glRotatef(currentHeadingDegrees, 0.0, 1.0, 0.0);
Try rotating the object depending upon iphone acceleration values.
float angle = -atan2(accelX, accelY);
glPushMatrix();
glTranslatef(centerPoint.x, centerPoint.y, 0);
glRotatef(angle, 0, 0, 1);
glTranslatef(-centerPoint.x, -centerPoint.y, 0);
glPopMatrix();
Where centerPoint is the middle point the object.
oo, nice.
GLGravity seems to get everything right except for the yaw. Here's what I would try. Do everything GLGravity does, and then this:
Project a vector in the direction you want the teapot to face, using the compass or whatever you so choose. Then multiply a "forward" vector by the teapot's current rotation matrix, which will give you the direction the teapot is facing. Flatten the two vectors to the horizontal plane and take the angle between them.
This angle is your corrective yaw. Then just glRotatef by it.
Whether or not the 3GS's compass is reliable and robust enough for this to work is another thing. Normal compasses don't work when the north vector is perpendicular to their face. But I just tried the Maps app on my workmate's 3GS and it seems to cope, so maybe they have got a mechanical solution in there. Knowing what the device is actually doing will help interpret the results it gives.
Make sure to test your app at the north and south poles once you're done. :-)
Getting a much more stable gravity-based reference, can now be done using CMMotionManager.
When starting motion updates with startDeviceMotionUpdates(), you can specify a reference frame.
This fuses the accelerometer, gyroscope and optionally (depending on chose reference frame) magnetometer data. Accelerometer data is pretty noisy and bouncy (any sideways motion of the device temporarily tilts the gravity vector by any device acceleration) and alone doesn't make a good reference.
I've been low-pass filtering the accelerometer data, which helps a bit but makes the system slow.