Unity使用移动端陀螺仪

// ***********************************************************
// 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 Camera cam;

    #endregion

    #region [Unity events]

    protected void Start()
    {
        AttachGyro();
        cam = Camera.main;
    }

    protected void Update()
    {
        if (!gyroEnabled)
        {
            return;
        }
#if UNITY_EDITOR
        float x = Input.GetAxis("Mouse X");//鼠标横向移动,让Unity中摄像机绕Y轴转动      
        float y = Input.GetAxis("Mouse Y");
        CameraRotate(x,y);
#endif
#if !UNITY_EDITOR
          transform.rotation = Quaternion.Slerp(transform.rotation,
            cameraBase * (ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor);
#endif

    }
#endregion

#region [Public methods]

    /// <summary>
    /// Attaches gyro controller to the transform.
    /// </summary>
    private void AttachGyro()
    {
        gyroEnabled = true;
        Input.gyro.enabled = 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()
    {

        return Quaternion.identity;
    }

    /// <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


    public void CameraRotate(float _mouseX, float _mouseY)
    {
        //注意!!! 此处是 GetMouseButton() 表示一直长按鼠标左键;不是 GetMouseButtonDown()
        if (Input.GetMouseButton(0))
        {
            //控制相机绕中心点(centerPoint)水平旋转
            cam.transform.RotateAround(cam.transform.position, Vector3.up, _mouseX * 5);
            //控制相机绕中心点垂直旋转(!注意此处的旋转轴时相机自身的x轴正方向!)
            cam.transform.RotateAround(cam.transform.position, cam.transform.right, _mouseY * -5);
        }
    }
}
 

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值