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:

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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