前言
要做一个虚拟图书馆的项目,使用iphone中的陀螺仪,拿着手机往四周看可以看到不同的书架。 找到了别人造好的轮子,略微修改即可 感谢 icon169 的文章
效果
源码
using UnityEngine;
public class GyroController : MonoBehaviour
{
#region [Private fields 私有变量]
private bool gyroEnabled = true;
private const float lowPassFilterFactor = 0.2f;
private readonly Quaternion baseIdentity = Quaternion.Euler(90, 0, 0);
private readonly Quaternion landscapeRight = Quaternion.Euler(0, 0, 90);
private readonly Quaternion landscapeLeft = Quaternion.Euler(0, 0, -90);
private readonly Quaternion upsideDown = Quaternion.Euler(0, 0, 180);
private Quaternion cameraBase = Quaternion.identity;
private Quaternion calibration = Quaternion.identity;
private Quaternion baseOrientation = Quaternion.Euler(90, 0, 0);
private Quaternion baseOrientationRotationFix = Quaternion.identity;
private Quaternion referanceRotation = Quaternion.identity;
private bool debug = true;
#endregion
#region [Unity events Unity事件]
protected void Start()
{
AttachGyro();
}
protected void Update()
{
if (!gyroEnabled)
return;
transform.rotation = Quaternion.Slerp(transform.rotation,
cameraBase * (ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor);
}
protected void OnGUI()
{
if (!debug)
return;
GUILayout.Label("Orientation 方向: " + Screen.orientation);
GUILayout.Label("Calibration 刻度: " + calibration);
GUILayout.Label("Camera base 相机基础设置: " + cameraBase);
GUILayout.Label("input.gyro.attitude 陀螺仪数据: " + Input.gyro.attitude);
GUILayout.Label("transform.rotation 当前物体旋转四元数: " + transform.rotation);
if (GUILayout.Button("On/off gyro 打开/关闭陀螺仪: " + Input.gyro.enabled, GUILayout.Height(100)))
{
Input.gyro.enabled = !Input.gyro.enabled;
}
if (GUILayout.Button("On/off gyro controller 打开/关闭陀螺仪控制器: " + gyroEnabled, GUILayout.Height(100)))
{
if (gyroEnabled)
{
DetachGyro();
}
else
{
AttachGyro();
}
}
if (GUILayout.Button("Update gyro calibration (Horizontal only) 更新陀螺仪校正(水平方向)", GUILayout.Height(80)))
{
UpdateCalibration(true);
}
if (GUILayout.Button("Update camera base rotation (Horizontal only) 更新相机底座旋转(仅水平方向)", GUILayout.Height(80)))
{
UpdateCameraBaseRotation(true);
}
if (GUILayout.Button("Reset base orientation 重置基本朝向", GUILayout.Height(80)))
{
ResetBaseOrientation();
}
if (GUILayout.Button("Reset camera rotation 重置相机旋转", GUILayout.Height(80)))
{
transform.rotation = Quaternion.identity;
}
}
#endregion
#region [Public methods 公共方法]
private void AttachGyro()
{
gyroEnabled = true;
ResetBaseOrientation();
UpdateCalibration(true);
UpdateCameraBaseRotation(true);
RecalculateReferenceRotation();
}
private void DetachGyro()
{
gyroEnabled = false;
}
#endregion
#region [Private methods]
private void UpdateCalibration(bool onlyHorizontal)
{
if (onlyHorizontal)
{
var fw = (Input.gyro.attitude) * (-Vector3.forward);
fw.z = 0;
if (fw == Vector3.zero)
{
calibration = Quaternion.identity;
}
else
{
calibration = (Quaternion.FromToRotation(baseOrientationRotationFix * Vector3.up, fw));
}
}
else
{
calibration = Input.gyro.attitude;
}
}
private void UpdateCameraBaseRotation(bool onlyHorizontal)
{
if (onlyHorizontal)
{
var fw = transform.forward;
fw.y = 0;
if (fw == Vector3.zero)
{
cameraBase = Quaternion.identity;
}
else
{
cameraBase = Quaternion.FromToRotation(Vector3.forward, fw);
}
}
else
{
cameraBase = transform.rotation;
}
}
private static Quaternion ConvertRotation(Quaternion q)
{
return new Quaternion(q.x, q.y, -q.z, -q.w);
}
private Quaternion GetRotFix()
{
#if UNITY_3_5
if (Screen.orientation == ScreenOrientation.Portrait)
return Quaternion.identity;
if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.Landscape)
return landscapeLeft;
if (Screen.orientation == ScreenOrientation.LandscapeRight)
return landscapeRight;
if (Screen.orientation == ScreenOrientation.PortraitUpsideDown)
return upsideDown;
return Quaternion.identity;
#else
return Quaternion.identity;
#endif
}
private void ResetBaseOrientation()
{
baseOrientationRotationFix = GetRotFix();
baseOrientation = baseOrientationRotationFix * baseIdentity;
}
private void RecalculateReferenceRotation()
{
referanceRotation = Quaternion.Inverse(baseOrientation) * Quaternion.Inverse(calibration);
}
#endregion
}
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