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Unity3D基于陀螺儀實現VR相機功能

2020-01-23 20:46:52
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Unity自帶陀螺儀功能,今天就利用陀螺儀實現一個VR相機功能。步驟如下:

1、打開Unity,創建一個新的C#腳本GyroController.cs,并掛在MainCamera游戲對象上,如圖:

代碼如下:

using UnityEngine;using System.Collections; public class GyroController : MonoBehaviour{  // Fields  private readonly Quaternion baseIdentity = Quaternion.Euler(90f, 0f, 0f);  private Quaternion baseOrientation = Quaternion.Euler(90f, 0f, 0f);  private Quaternion baseOrientationRotationFix = Quaternion.identity;  private Quaternion calibration = Quaternion.identity;  private Quaternion cameraBase = Quaternion.identity;  private bool debug = true;  public static bool gyroAvaiable;  private bool gyroEnabled = true;  private Quaternion gyroInitialRotation;  public static bool gyroOff;  private Quaternion initialRotation;  private readonly Quaternion landscapeLeft = Quaternion.Euler(0f, 0f, -90f);  private readonly Quaternion landscapeRight = Quaternion.Euler(0f, 0f, 90f);  private const float lowPassFilterFactor = 0.1f;  private Quaternion offsetRotation;  private Quaternion referanceRotation = Quaternion.identity;  private readonly Quaternion upsideDown = Quaternion.Euler(0f, 0f, 180f);   // Methods  private void AttachGyro()  {    this.gyroEnabled = true;    this.ResetBaseOrientation();    this.UpdateCalibration(true);    this.UpdateCameraBaseRotation(true);    this.RecalculateReferenceRotation();  }   private void Awake()  {    gyroAvaiable = SystemInfo.supportsGyroscope;  }   private static Quaternion ConvertRotation(Quaternion q)  {    return new Quaternion(q.x, q.y, -q.z, -q.w);  }   private void DetachGyro()  {    this.gyroEnabled = false;  }   private Quaternion GetRotFix()  {    return Quaternion.identity;  }   private void RecalculateReferenceRotation()  {    this.referanceRotation = Quaternion.Inverse(this.baseOrientation) * Quaternion.Inverse(this.calibration);  }   private void ResetBaseOrientation()  {    this.baseOrientationRotationFix = this.GetRotFix();    this.baseOrientation = this.baseOrientationRotationFix * this.baseIdentity;  }   protected void Start()  {       Input.gyro.enabled = true;      base.enabled = true;    this.AttachGyro();    this.initialRotation = base.transform.localRotation;    this.gyroInitialRotation = Input.gyro.attitude;  }   private void Update()  {    gyroOff = PlayerPrefs.GetInt("gyro-off") == 1;    if (this.gyroEnabled )    {      base.transform.localRotation = Quaternion.Slerp(base.transform.localRotation, this.cameraBase * (ConvertRotation(this.referanceRotation * Input.gyro.attitude) * this.GetRotFix()), 0.5f);//0.1f    }  }   private void UpdateCalibration(bool onlyHorizontal)  {    if (onlyHorizontal)    {      Vector3 toDirection = (Vector3) (Input.gyro.attitude * -Vector3.forward);      toDirection.z = 0f;      if (toDirection == Vector3.zero)      {        this.calibration = Quaternion.identity;      }      else      {        this.calibration = Quaternion.FromToRotation((Vector3) (this.baseOrientationRotationFix * Vector3.up), toDirection);      }    }    else    {      this.calibration = Input.gyro.attitude;    }  }   private void UpdateCameraBaseRotation(bool onlyHorizontal)  {    if (onlyHorizontal)    {      Vector3 forward = base.transform.forward;      forward.y = 0f;      if (forward == Vector3.zero)      {        this.cameraBase = Quaternion.identity;      }      else      {        this.cameraBase = Quaternion.FromToRotation(Vector3.forward, forward);      }    }    else    {      this.cameraBase = base.transform.rotation;    }  }}

 2.在相機MainCamera下創建一個新的Camera相機,并改變兩個相機的Viewport Rect屬性,以將屏幕均分,如圖:

3.在場景中創建一個Cube,效果如圖:

4.保存場景,打包成apk即可。即可使用手機陀螺儀控制相機旋轉了。

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持武林網。

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