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Unity3D使用陀螺仪控制节点旋转

2020-01-23 20:46:45
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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武林网。

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