Unity3D使用陀螺仪控制节点旋转

本文实例为大家分享了Unity3D陀螺仪控制节点旋转的具体代码,供大家参考,具体内容如下

/********************************************************************

Desc: 陀螺仪对相机的逻辑类。

*********************************************************************/

using System;

using System.Collections;

using System.Collections.Generic;

using System.Linq;

using System.Text;

using UnityEngine;

namespace Game.Gyro

{

/// <summary>

/// 职责:

/// 1.实现陀螺仪对相机的影响和操作;

/// 2.尽量重现崩坏3的主界面驾驶舱效果;

/// </summary>

class GyroCamera : MonoBehaviour

{

#region 声明

/// <summary> 陀螺仪的输入类型 </summary>

public enum EGyroInputType

{

/// <summary> RotateRate </summary>

RotateRate,

/// <summary> RotateRateUniased </summary>

RotateRateUniased,

/// <summary> UserAcceleration </summary>

UserAcceleration,

}

#endregion

#region 控制变量

public float m_gyro_max_x = 15.0f;

public float m_gyro_max_y = 15.0f;

public float m_gyro_max_z = 15.0f;

#endregion

#region 变量

/// <summary> editor开发环境下的模拟陀螺仪输入 </summary>

public Vector3 m_editor_debug_input = Vector3.zero;

/// <summary> 陀螺仪的输入参数,用以控制相机 </summary>

public Vector3 m_gyro_input = Vector3.zero;

/// <summary> 当前的摄像机角度 </summary>

public Vector3 m_cur_euler = Vector3.zero;

/// <summary> 陀螺仪数据的更新频率 </summary>

public int m_upate_rate = 30;

/// <summary> 当前陀螺仪的输入输入类型 </summary>

public EGyroInputType m_gyro_input_type = EGyroInputType.RotateRate;

/// <summary> 陀螺仪的系数 </summary>

public float m_gyro_factor = 1.0f;

private Vector3 m_camera_init_euler = Vector3.zero;

private Transform mTransform;

#endregion

#region 访问接口

/// <summary> 陀螺仪的输入参数,用以控制相机 </summary>

protected Vector3 GyroInput

{

get

{

return m_gyro_input;

}

set

{

m_gyro_input = value;

}

}

/// <summary> 陀螺仪输入数据的类型 </summary>

protected EGyroInputType GyroInputType

{

get

{

return m_gyro_input_type;

}

set

{

m_gyro_input_type = value;

}

}

/// <summary> 陀螺仪的系数 </summary>

protected float GyroFactor

{

get

{

return m_gyro_factor;

}

set

{

m_gyro_factor = value;

}

}

/// <summary> 当前的旋转角 </summary>

protected Vector3 CurEuler

{

get

{

return m_cur_euler;

}

set

{

m_cur_euler = value;

}

}

#endregion

#region Unity

// Use this for initialization

void Start()

{

Input.gyro.enabled = true;

mTransform = gameObject.transform;

CurEuler = mTransform.localEulerAngles;

m_camera_init_euler = CurEuler;

}

/// <summary> 绘制UI,方便调试 </summary>

void OnGUI()

{

//GUI.Label(GetRect(0.1f, 0.05f), "Attitude: " + Input.gyro.attitude);

//GUI.Label(GetRect(0.1f, 0.15f), "Rotation: " + Input.gyro.rotationRate);

//GUI.Label(GetRect(0.1f, 0.25f), "RotationUnbiased: " + Input.gyro.rotationRateUnbiased);

//GUI.Label(GetRect(0.1f, 0.35f), "UserAcceleration: " + Input.gyro.userAcceleration);

//// 陀螺仪的系数

//{

// string t_factor_str = GUI.TextField(GetRect(0.7f, 0.05f), "" + GyroFactor);

// GyroFactor = float.Parse(t_factor_str);

//}

//// 陀螺仪输入参数

//{

// if (GUI.Button(GetRect(0.8f, 0.8f, 0.2f), "" + GyroInputType))

// {

// switch (GyroInputType)

// {

// case EGyroInputType.RotateRate:

// GyroInputType = EGyroInputType.RotateRateUniased;

// break;

// case EGyroInputType.RotateRateUniased:

// GyroInputType = EGyroInputType.UserAcceleration;

// break;

// case EGyroInputType.UserAcceleration:

// GyroInputType = EGyroInputType.RotateRate;

// break;

// }

// }

//}

}

// Update is called once per frame

void Update()

{

// 设置陀螺仪更新频率

Input.gyro.updateInterval = 1.0f / m_upate_rate;

// 根据陀螺仪计算相机的控制数据

UpdateGyro();

// Editor下的调试

#if UNITY_EDITOR

// 开发环境下不能用陀螺仪,模拟数据

GyroInput = m_editor_debug_input;

#endif

// 因值不确定范围,需增加系数控制

GyroInput = GyroInput * GyroFactor;

// 根据控制数据,对相机进行操作和变化

UpdateCamera();

}

#endregion

#region 控制逻辑

/// <summary> 更新陀螺仪数据,并计算出相应的控制数据 </summary>

protected void UpdateGyro()

{

// 更新陀螺仪数据,并计算出控制变量

switch (GyroInputType)

{ //手机上左倾斜x是负值,又倾斜x是正值。上倾斜y是负值,下倾斜y是正值

case EGyroInputType.RotateRate:

GyroInput = Input.gyro.rotationRate;

break;

case EGyroInputType.RotateRateUniased:

GyroInput = Input.gyro.rotationRateUnbiased;

break;

case EGyroInputType.UserAcceleration:

GyroInput = Input.gyro.userAcceleration;

break;

default:

Debug.LogError("GyroInputTypeNot defined: " + GyroInputType);

break;

}

}

/// <summary> 更新相机的行为 </summary>

protected void UpdateCamera()

{

// 不需要gyro的z参数

#if UNITY_EDITOR

Vector3 t_gyro_input = new Vector3(GyroInput.x, GyroInput.y, GyroInput.z);

#else

Vector3 t_gyro_input = new Vector3(0.0f, GyroInput.y, GyroInput.x);

#endif

CurEuler += t_gyro_input;

// 范围控制

{

float t_x = ClampFloat(CurEuler.x, m_camera_init_euler.x, m_gyro_max_x);

float t_y = ClampFloat(CurEuler.y, m_camera_init_euler.y, m_gyro_max_y);

float t_z = ClampFloat(CurEuler.z, m_camera_init_euler.z, m_gyro_max_z);

CurEuler = new Vector3(t_x, t_y, t_z);

}

mTransform.localEulerAngles = CurEuler;

}

#endregion

#region 支持函数

protected float ClampFloat(float p_float, float p_init, float p_offset)

{

p_offset = Mathf.Abs(p_offset);

if (p_float > p_init + p_offset)

{

p_float = p_init + p_offset;

}

if (p_float < p_init - p_offset)

{

p_float = p_init - p_offset;

}

return p_float;

}

/// <summary> 根据百分比获取gui的大概坐标 </summary>

protected Rect GetRect(float p_x_percent, float p_y_percent, float p_w = 0.5f, float p_h = 0.1f)

{

return new Rect(

Screen.width * p_x_percent, Screen.height * p_y_percent,

Screen.width * p_w, Screen.height * p_h);

}

#endregion

}

}

将脚本挂在想被陀螺仪操控的节点上就ok了。

以上是 Unity3D使用陀螺仪控制节点旋转 的全部内容, 来源链接: utcz.com/z/332496.html

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