// ***********************************************************
// 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);
}
}
}