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Unity3D基于陀螺仪实现VR相机功能
Unity自带陀螺仪功能,今天就利用陀螺仪实现一个VR相机功能。步骤如下:
1、打开Unity,创建一个新的C#脚本GyroController.cs,并挂在MainCamera游戏对象上,如图:
代码如下:
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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.在相机MainCamera下创建一个新的Camera相机,并改变两个相机的Viewport Rect属性,以将屏幕均分,如图:
3.在场景中创建一个Cube,效果如图:
4.保存场景,打包成apk即可。即可使用手机陀螺仪控制相机旋转了。
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