unity3d控制camera移动旋转

    第一次写博客,刚开始学习unity。把近期所学记录下来~

    最近做的demo是控制一个摄像头在一个室内的场景中自由移动,类似于第一人称视角。

    1.用鼠标和键盘控制

using UnityEngine;
using System.Collections;

public class CameraController : MonoBehaviour
{


    public float near = 20.0f;
    public float far = 100.0f;

    public float sensitivetyZ = 2f;
    public float sensitivityX = 10f;
    public float sensitivityY = 10f;
    public float sensitivetyMove = 2f;
    public float sensitivetyMouseWheel = 2f;


    void Update()
    {
        // 滚轮实现镜头缩进和拉远

        //鼠标右键实现视角转动,类似第一人称视角
        if (Input.GetMouseButton(1))
        {
            float rotationX = Input.GetAxis("Mouse X") * sensitivityX;
            float rotationY = Input.GetAxis("Mouse Y") * sensitivityY;
            transform.Rotate(-rotationY, rotationX, 0);
        }

        //键盘按钮←和→实现视角水平旋转
        if (Input.GetAxis("Horizontal") != 0)
        {
            float rotationZ = Input.GetAxis("Horizontal") * sensitivetyZ;
            transform.Rotate(0, 0, rotationZ);
        }
    }
}


    2.在手机中触摸控制摄像头

using UnityEngine;
using System.Collections;

public class cameracoltroller : MonoBehaviour {
    public float sensitivityX = 0.0001f;
    public float sensitivityY = 0.0001f;
	void update()
    {
<span style="white-space:pre">	</span>//单指控制摄像头旋转
        if(Input.touchCount==1)
        {
            float rotationX = Input.GetAxis("Mouse X") * sensitivityX;
            float rotationY = Input.GetAxis("Mouse Y") * sensitivityY;
            transform.Rotate(-rotationY, rotationX, 0);

        }
<span style="white-space:pre">	</span>//双指控制摄像头移动
        if(Input.touchCount==2)
        {
            transform.position += transform.forward * Time.deltaTime * 20;
        }
    }
}
    3.通过手机陀螺仪控制摄像头旋转

using UnityEngine; 
using System.Collections;

public class cameracontroller : MonoBehaviour
{

    #region [Private fields]

    private bool gyroEnabled = true;
    private const float lowPassFilterFactor = 0.1f;
    public bool gyro = true;
    private const float speed = 0.2f;
    //private Quaternion previousAttitude;
    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 startrotation = Quaternion.identity;
    private Quaternion referanceRotation = Quaternion.identity;
    private bool debug = true;
  
    #endregion

    #region [Unity events]

    protected void Start()
    {
        AttachGyro();
        Input.gyro.enabled = true;
        Input.gyro.updateInterval = 0.05f;
      
            startrotation =Quaternion.Inverse(Input.gyro.attitude);
       
    }

     void Update()
    {
<span style="white-space:pre">	</span>//退出
        if(Input.GetKey(KeyCode.Escape))
        {
            Application.Quit();
        }
        
       
        if (Input.gyro.enabled)
        {

         //摄像头旋转   
            transform.rotation = Quaternion.Slerp(transform.rotation,
                                       cameraBase * (ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor);
            
        }
                           
    }


    protected void OnGUI()
    {
        if (!debug)
            return;

        GUILayout.Label("Orientation: " + Screen.orientation, GUILayout.Height(200), GUILayout.Width(200));
        GUILayout.Label("Calibration: " + calibration);
        GUILayout.Label("Camera base: " + cameraBase);
        GUILayout.Label("input.gyro.attitude: " + Input.gyro.attitude);
        GUILayout.Label("transform.rotation: " + transform.rotation);
        GUILayout.Label("startroattitude:" + startrotation);

        GUI.skin.label.fontSize = 50;
        GUI.skin.button.fontSize = 100;
        
        if (GUILayout.Button("On/off gyro: " + gyro))
        {
            
            Input.gyro.enabled = !Input.gyro.enabled;
           
        }


          

        if (GUILayout.Button("On/off gyro controller: " + gyroEnabled, GUILayout.Height(100)))
        {
            if (gyroEnabled)
            {
                DetachGyro();
            }
            else
            {
                AttachGyro();
            }
        }


        if (GUILayout.Button("Update gyro calibration (Horizontal only)", GUILayout.Height(80)))
        {
            UpdateCalibration(true);
        }


        if (GUILayout.Button("Update camera base rotation (Horizontal only)", GUILayout.Height(80)))
        {
            UpdateCameraBaseRotation(true);
        }


        if (GUILayout.Button("Reset base orientation", GUILayout.Height(80)))
        {
            ResetBaseOrientation();
        }


        if (GUILayout.Button("Reset camera rotation", GUILayout.Height(80)))
        {
            transform.rotation = Quaternion.identity;
        }
    }

    #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 rotation.
    /// </summary>
    /// <param name='onlyHorizontal'>
    /// Only y rotation.
    /// </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.
    /// </summary>
    /// <returns>
    /// The result rotation.
    /// </returns>
    /// <param name='q'>
    /// The rotation 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 rotation.
    /// </summary>
    private void RecalculateReferenceRotation()
    {
        referanceRotation = Quaternion.Inverse(baseOrientation) * Quaternion.Inverse(calibration);
    }

    #endregion
}





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