Unity3D基于陀螺仪实现VR相机功能(转)

转至https://blog.csdn.net/m0_37998140/article/details/78255978?utm_source=blogxgwz7

Unity自带陀螺仪功能,今天就利用陀螺仪实现一个VR相机功能。步骤如下:

  1. 打开Unity,创建一个新的C#脚本GyroController.cs,并挂在MainCamera游戏对象上,如图: 代码如下:
    using UnityEngine;
    using System.Collections;
     
    public class GyroController : MonoBehaviour
    {
        // Fields
        private readonly Quaternion baseIdentity = Quaternion.Euler(90f, 0f, 0f);
        private Quaternion baseOrientation = Quaternion.Euler(90f, 0f, 0f);
        private Quaternion baseOrientationRotationFix = Quaternion.identity;
        private Quaternion calibration = Quaternion.identity;
        private Quaternion cameraBase = Quaternion.identity;
        private bool debug = true;
        public static bool gyroAvaiable;
        private bool gyroEnabled = true;
        private Quaternion gyroInitialRotation;
        public static bool gyroOff;
        private Quaternion initialRotation;
        private readonly Quaternion landscapeLeft = Quaternion.Euler(0f, 0f, -90f);
        private readonly Quaternion landscapeRight = Quaternion.Euler(0f, 0f, 90f);
        private const float lowPassFilterFactor = 0.1f;
        private Quaternion offsetRotation;
        private Quaternion referanceRotation = Quaternion.identity;
        private readonly Quaternion upsideDown = Quaternion.Euler(0f, 0f, 180f);
     
        // Methods
        private void AttachGyro()
        {
            this.gyroEnabled = true;
            this.ResetBaseOrientation();
            this.UpdateCalibration(true);
            this.UpdateCameraBaseRotation(true);
            this.RecalculateReferenceRotation();
        }
     
        private void Awake()
        {
            gyroAvaiable = SystemInfo.supportsGyroscope;
        }
     
        private static Quaternion ConvertRotation(Quaternion q)
        {
            return new Quaternion(q.x, q.y, -q.z, -q.w);
        }
     
        private void DetachGyro()
        {
            this.gyroEnabled = false;
        }
     
        private Quaternion GetRotFix()
        {
            return Quaternion.identity;
        }
     
        private void RecalculateReferenceRotation()
        {
            this.referanceRotation = Quaternion.Inverse(this.baseOrientation) * Quaternion.Inverse(this.calibration);
        }
     
        private void ResetBaseOrientation()
        {
            this.baseOrientationRotationFix = this.GetRotFix();
            this.baseOrientation = this.baseOrientationRotationFix * this.baseIdentity;
        }
     
        protected void Start()
        {
     
                Input.gyro.enabled = true;
                base.enabled = true;
            this.AttachGyro();
            this.initialRotation = base.transform.localRotation;
            this.gyroInitialRotation = Input.gyro.attitude;
        }
     
        private void Update()
        {
            gyroOff = PlayerPrefs.GetInt("gyro-off") == 1;
            if (this.gyroEnabled )
            {
                base.transform.localRotation = Quaternion.Slerp(base.transform.localRotation, this.cameraBase * (ConvertRotation(this.referanceRotation * Input.gyro.attitude) * this.GetRotFix()), 0.5f);//0.1f
            }
        }
     
        private void UpdateCalibration(bool onlyHorizontal)
        {
            if (onlyHorizontal)
            {
                Vector3 toDirection = (Vector3) (Input.gyro.attitude * -Vector3.forward);
                toDirection.z = 0f;
                if (toDirection == Vector3.zero)
                {
                    this.calibration = Quaternion.identity;
                }
                else
                {
                    this.calibration = Quaternion.FromToRotation((Vector3) (this.baseOrientationRotationFix * Vector3.up), toDirection);
                }
            }
            else
            {
                this.calibration = Input.gyro.attitude;
            }
        }
     
        private void UpdateCameraBaseRotation(bool onlyHorizontal)
        {
            if (onlyHorizontal)
            {
                Vector3 forward = base.transform.forward;
                forward.y = 0f;
                if (forward == Vector3.zero)
                {
                    this.cameraBase = Quaternion.identity;
                }
                else
                {
                    this.cameraBase = Quaternion.FromToRotation(Vector3.forward, forward);
                }
            }
            else
            {
                this.cameraBase = base.transform.rotation;
            }
        }
    }
    
    
  2. 在相机MainCamera下创建一个新的Camera相机,并改变两个相机的Viewport Rect属性,以将屏幕均分,如图:
  3. 在场景中创建一个Cube,效果如图:
  4. 保存场景,打包成apk即可。即可使用手机陀螺仪控制相机旋转了

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转载自blog.csdn.net/qq_40795166/article/details/84954049
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