前言
要做一个虚拟图书馆的项目,使用iphone中的陀螺仪,拿着手机往四周看可以看到不同的书架。
找到了别人造好的轮子,略微修改即可
感谢 icon169 的文章
效果
源码
using UnityEngine;
/// <summary>
/// Gyroscope controller that works with any device orientation.
/// 陀螺仪控制器,适用于任何设备的方向。
/// </summary>
public class GyroController : MonoBehaviour
{
#region [Private fields 私有变量]
/// <summary>
/// 陀螺仪是否开启
/// </summary>
private bool gyroEnabled = true;
/// <summary>
/// 低通滤波系数
/// </summary>
private const float lowPassFilterFactor = 0.2f;
/// <summary>
/// 基础旋转
/// </summary>
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);
/// <summary>
/// 相机基础设置
/// </summary>
private Quaternion cameraBase = Quaternion.identity;
/// <summary>
/// 校准
/// </summary>
private Quaternion calibration = Quaternion.identity;
/// <summary>
/// 基础朝向
/// </summary>
private Quaternion baseOrientation = Quaternion.Euler(90, 0, 0);
/// <summary>
/// 基础方向旋转定位
/// </summary>
private Quaternion baseOrientationRotationFix = Quaternion.identity;
/// <summary>
/// 参考旋转
/// </summary>
private Quaternion referanceRotation = Quaternion.identity;
private bool debug = true;
#endregion
#region [Unity events Unity事件]
protected void Start()
{
AttachGyro();
}
protected void Update()
{
if (!gyroEnabled)
return;
transform.rotation = Quaternion.Slerp(transform.rotation,
cameraBase * (ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor);
}
protected void OnGUI()
{
if (!debug)
return;
GUILayout.Label("Orientation 方向: " + Screen.orientation);
GUILayout.Label("Calibration 刻度: " + calibration);
GUILayout.Label("Camera base 相机基础设置: " + cameraBase);
GUILayout.Label("input.gyro.attitude 陀螺仪数据: " + Input.gyro.attitude);
GUILayout.Label("transform.rotation 当前物体旋转四元数: " + transform.rotation);
if (GUILayout.Button("On/off gyro 打开/关闭陀螺仪: " + Input.gyro.enabled, GUILayout.Height(100)))
{
Input.gyro.enabled = !Input.gyro.enabled;
}
if (GUILayout.Button("On/off gyro controller 打开/关闭陀螺仪控制器: " + gyroEnabled, GUILayout.Height(100)))
{
if (gyroEnabled)
{
DetachGyro();
}
else
{
AttachGyro();
}
}
if (GUILayout.Button("Update gyro calibration (Horizontal only) 更新陀螺仪校正(水平方向)", GUILayout.Height(80)))
{
UpdateCalibration(true);
}
if (GUILayout.Button("Update camera base rotation (Horizontal only) 更新相机底座旋转(仅水平方向)", GUILayout.Height(80)))
{
UpdateCameraBaseRotation(true);
}
if (GUILayout.Button("Reset base orientation 重置基本朝向", GUILayout.Height(80)))
{
ResetBaseOrientation();
}
if (GUILayout.Button("Reset camera rotation 重置相机旋转", GUILayout.Height(80)))
{
transform.rotation = Quaternion.identity;
}
}
#endregion
#region [Public methods 公共方法]
/// <summary>
/// Attaches gyro controller to the transform.
/// 将陀螺控制器安装到变换装置上。
/// </summary>
private void AttachGyro()
{
gyroEnabled = true;
ResetBaseOrientation();
UpdateCalibration(true);
UpdateCameraBaseRotation(true);
RecalculateReferenceRotation();
}
/// <summary>
/// Detaches gyro controller from the transform
/// 从变换中分离陀螺控制器
/// </summary>
private void DetachGyro()
{
gyroEnabled = false;
}
#endregion
#region [Private methods]
/// <summary>
/// Update the gyro calibration.
/// 更新陀螺仪校正。
/// </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 rotation.
/// 更新相机基础旋转。
/// </summary>
/// <param name='onlyHorizontal'>
/// Only y rotation.
/// 只有y旋转
/// </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.rotation;
}
}
/// <summary>
/// Converts the rotation from right handed to left handed.
/// 将旋转从右手转到左手。
/// </summary>
/// <returns>
/// The result rotation.
/// 旋转的结果。
/// </returns>
/// <param name='q'>
/// The rotation to convert.
/// 要转换的旋转。
/// </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.
/// 获取不同方向的旋转修复。
/// </summary>
/// <returns>
/// The rot fix.
/// 旋转修复。
/// </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.
/// 重新计算参考系统。
/// </summary>
private void ResetBaseOrientation()
{
baseOrientationRotationFix = GetRotFix();
baseOrientation = baseOrientationRotationFix * baseIdentity;
}
/// <summary>
/// Recalculates reference rotation.
/// 重新计算参考旋转。
/// </summary>
private void RecalculateReferenceRotation()
{
referanceRotation = Quaternion.Inverse(baseOrientation) * Quaternion.Inverse(calibration);
}
#endregion
}