Unity3D使用陀螺仪控制节点旋转
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2022-06-14 15:32:46
本文实例为大家分享了unity3d陀螺仪控制节点旋转的具体代码,供大家参考,具体内容如下
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本文实例为大家分享了unity3d陀螺仪控制节点旋转的具体代码,供大家参考,具体内容如下
/******************************************************************** desc: 陀螺仪对相机的逻辑类。 *********************************************************************/ using system; using system.collections; using system.collections.generic; using system.linq; using system.text; using unityengine; namespace game.gyro { /// <summary> /// 职责: /// 1.实现陀螺仪对相机的影响和操作; /// 2.尽量重现崩坏3的主界面驾驶舱效果; /// </summary> class gyrocamera : monobehaviour { #region 声明 /// <summary> 陀螺仪的输入类型 </summary> public enum egyroinputtype { /// <summary> rotaterate </summary> rotaterate, /// <summary> rotaterateuniased </summary> rotaterateuniased, /// <summary> useracceleration </summary> useracceleration, } #endregion #region 控制变量 public float m_gyro_max_x = 15.0f; public float m_gyro_max_y = 15.0f; public float m_gyro_max_z = 15.0f; #endregion #region 变量 /// <summary> editor开发环境下的模拟陀螺仪输入 </summary> public vector3 m_editor_debug_input = vector3.zero; /// <summary> 陀螺仪的输入参数,用以控制相机 </summary> public vector3 m_gyro_input = vector3.zero; /// <summary> 当前的摄像机角度 </summary> public vector3 m_cur_euler = vector3.zero; /// <summary> 陀螺仪数据的更新频率 </summary> public int m_upate_rate = 30; /// <summary> 当前陀螺仪的输入输入类型 </summary> public egyroinputtype m_gyro_input_type = egyroinputtype.rotaterate; /// <summary> 陀螺仪的系数 </summary> public float m_gyro_factor = 1.0f; private vector3 m_camera_init_euler = vector3.zero; private transform mtransform; #endregion #region 访问接口 /// <summary> 陀螺仪的输入参数,用以控制相机 </summary> protected vector3 gyroinput { get { return m_gyro_input; } set { m_gyro_input = value; } } /// <summary> 陀螺仪输入数据的类型 </summary> protected egyroinputtype gyroinputtype { get { return m_gyro_input_type; } set { m_gyro_input_type = value; } } /// <summary> 陀螺仪的系数 </summary> protected float gyrofactor { get { return m_gyro_factor; } set { m_gyro_factor = value; } } /// <summary> 当前的旋转角 </summary> protected vector3 cureuler { get { return m_cur_euler; } set { m_cur_euler = value; } } #endregion #region unity // use this for initialization void start() { input.gyro.enabled = true; mtransform = gameobject.transform; cureuler = mtransform.localeulerangles; m_camera_init_euler = cureuler; } /// <summary> 绘制ui,方便调试 </summary> void ongui() { //gui.label(getrect(0.1f, 0.05f), "attitude: " + input.gyro.attitude); //gui.label(getrect(0.1f, 0.15f), "rotation: " + input.gyro.rotationrate); //gui.label(getrect(0.1f, 0.25f), "rotationunbiased: " + input.gyro.rotationrateunbiased); //gui.label(getrect(0.1f, 0.35f), "useracceleration: " + input.gyro.useracceleration); //// 陀螺仪的系数 //{ // string t_factor_str = gui.textfield(getrect(0.7f, 0.05f), "" + gyrofactor); // gyrofactor = float.parse(t_factor_str); //} //// 陀螺仪输入参数 //{ // if (gui.button(getrect(0.8f, 0.8f, 0.2f), "" + gyroinputtype)) // { // switch (gyroinputtype) // { // case egyroinputtype.rotaterate: // gyroinputtype = egyroinputtype.rotaterateuniased; // break; // case egyroinputtype.rotaterateuniased: // gyroinputtype = egyroinputtype.useracceleration; // break; // case egyroinputtype.useracceleration: // gyroinputtype = egyroinputtype.rotaterate; // break; // } // } //} } // update is called once per frame void update() { // 设置陀螺仪更新频率 input.gyro.updateinterval = 1.0f / m_upate_rate; // 根据陀螺仪计算相机的控制数据 updategyro(); // editor下的调试 #if unity_editor // 开发环境下不能用陀螺仪,模拟数据 gyroinput = m_editor_debug_input; #endif // 因值不确定范围,需增加系数控制 gyroinput = gyroinput * gyrofactor; // 根据控制数据,对相机进行操作和变化 updatecamera(); } #endregion #region 控制逻辑 /// <summary> 更新陀螺仪数据,并计算出相应的控制数据 </summary> protected void updategyro() { // 更新陀螺仪数据,并计算出控制变量 switch (gyroinputtype) { //手机上左倾斜x是负值,又倾斜x是正值。上倾斜y是负值,下倾斜y是正值 case egyroinputtype.rotaterate: gyroinput = input.gyro.rotationrate; break; case egyroinputtype.rotaterateuniased: gyroinput = input.gyro.rotationrateunbiased; break; case egyroinputtype.useracceleration: gyroinput = input.gyro.useracceleration; break; default: debug.logerror("gyroinputtypenot defined: " + gyroinputtype); break; } } /// <summary> 更新相机的行为 </summary> protected void updatecamera() { // 不需要gyro的z参数 #if unity_editor vector3 t_gyro_input = new vector3(gyroinput.x, gyroinput.y, gyroinput.z); #else vector3 t_gyro_input = new vector3(0.0f, gyroinput.y, gyroinput.x); #endif cureuler += t_gyro_input; // 范围控制 { float t_x = clampfloat(cureuler.x, m_camera_init_euler.x, m_gyro_max_x); float t_y = clampfloat(cureuler.y, m_camera_init_euler.y, m_gyro_max_y); float t_z = clampfloat(cureuler.z, m_camera_init_euler.z, m_gyro_max_z); cureuler = new vector3(t_x, t_y, t_z); } mtransform.localeulerangles = cureuler; } #endregion #region 支持函数 protected float clampfloat(float p_float, float p_init, float p_offset) { p_offset = mathf.abs(p_offset); if (p_float > p_init + p_offset) { p_float = p_init + p_offset; } if (p_float < p_init - p_offset) { p_float = p_init - p_offset; } return p_float; } /// <summary> 根据百分比获取gui的大概坐标 </summary> protected rect getrect(float p_x_percent, float p_y_percent, float p_w = 0.5f, float p_h = 0.1f) { return new rect( screen.width * p_x_percent, screen.height * p_y_percent, screen.width * p_w, screen.height * p_h); } #endregion } }
将脚本挂在想被陀螺仪操控的节点上就ok了。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
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