// ***********************************************************
// Written by Heyworks Unity Studio http://unity.heyworks.com/
// ***********************************************************
using UnityEngine;
/// <summary>
/// Gyroscope controller that works with any device orientation.
/// </summary>
public class GyroController : MonoBehaviour
{
#region [Private fields]
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;
private GameObject RotateObjectGame;
#endregion
#region [Unity events]
protected void Start ()
{
// RotateObjectGame = gameObject;
Input.gyro.enabled = true;
AttachGyro ();
}
protected void Update ()
{
if (!gyroEnabled)
return;
transform.localRotation = Quaternion.Slerp (transform.localRotation,
cameraBase * (ConvertRotation (referanceRotation * Input.gyro.attitude) * GetRotFix ()), lowPassFilterFactor);
//RotateObjectGame.transform.localEulerAngles = new Vector3 (0, 0, transform.localEulerAngles.y);
}
#endregion
#region [Public methods]
/// <summary>
/// Attaches gyro controller to the transform.
/// </summary>
private void AttachGyro ()
{
gyroEnabled = true;
ResetBaseOrientation ();
UpdateCalibration (true);
UpdateCameraBaseRotation (true);
RecalculateReferenceRotation ();
}
/// <summary>
/// Detaches gyro controller from the transform
/// </summary>
private void DetachGyro ()
{
gyroEnabled = false;
}
#endregion
#region [Private methods]
/// <summary>
/// Update the gyro calibration.
/// </summary>
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;
}
}
/// <summary>
/// Update the camera base localRotation.
/// </summary>
/// <param name='onlyHorizontal'>
/// Only y localRotation.
/// </param>
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.localRotation;
}
}
/// <summary>
/// Converts the localRotation from right handed to left handed.
/// </summary>
/// <returns>
/// The result localRotation.
/// </returns>
/// <param name='q'>
/// The localRotation to convert.
/// </param>
private static Quaternion ConvertRotation (Quaternion q)
{
return new Quaternion (q.x, q.y, -q.z, -q.w);
}
/// <summary>
/// Gets the rot fix for different orientations.
/// </summary>
/// <returns>
/// The rot fix.
/// </returns>
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
}
/// <summary>
/// Recalculates reference system.
/// </summary>
private void ResetBaseOrientation ()
{
baseOrientationRotationFix = GetRotFix ();
baseOrientation = baseOrientationRotationFix * baseIdentity;
}
/// <summary>
/// Recalculates reference localRotation.
/// </summary>
private void RecalculateReferenceRotation ()
{
referanceRotation = Quaternion.Inverse (baseOrientation) * Quaternion.Inverse (calibration);
}
#endregion
}