Unity通过陀螺仪和触摸滑动旋转相机

问题描述 投票:0回答:1

我正在Unity中构建360视频查看器,我希望能够添加滑动屏幕以环视Y轴的功能,以及使用智能手机的陀螺仪环顾四周。这两个脚本已经独立工作,但我还没有将它们组合起来。似乎一个脚本总是覆盖另一个脚本。 陀螺仪脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GyroControls : MonoBehaviour {

    private bool gyroEnabled;
    private Gyroscope gyro;

    private GameObject cameraContainer;
    private Quaternion rot;

    private void Start()
    {
        cameraContainer = new GameObject("Camera Container");
        cameraContainer.transform.position = transform.position;
        transform.SetParent(cameraContainer.transform);

        gyroEnabled = EnableGyro();
    }

    private bool EnableGyro()
    {
        if(SystemInfo.supportsGyroscope)
        {
            gyro = Input.gyro;
            gyro.enabled = true;

            cameraContainer.transform.rotation = Quaternion.Euler(90f, 90f, 0f);
            rot = new Quaternion(0, 0, 1, 0);

            return true;
        }

        return false;
    }

    private void Update()
    {
        if(gyroEnabled)
        {
            transform.localRotation = gyro.attitude * rot;
        }
    }
}

Y旋转脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RotateCameraByTouchYOnly : MonoBehaviour
{

    private Touch initTouch = new Touch();
    public Camera cam;

    private float rotX = 0f;
    private float rotY = 0f;
    private Vector3 origRot;

    public float rotSpeed = 0.5f;
    public float dir = -1;


    void Start()
    {
        origRot = cam.transform.eulerAngles;
        rotX = origRot.x;
        rotY = origRot.y;
    }


    void FixedUpdate()
    {
        foreach (Touch touch in Input.touches)
        {
            if (touch.phase == TouchPhase.Began)
            {
                initTouch = touch;
            }
            else if (touch.phase == TouchPhase.Moved)
            {
                //swiping
                float deltaX = initTouch.position.x - touch.position.x;
                float deltaY = initTouch.position.y - touch.position.y;
                rotX -= deltaY * Time.deltaTime * rotSpeed * dir;
                rotY += deltaX * Time.deltaTime * rotSpeed * dir;
                cam.transform.eulerAngles = new Vector3(0f, rotY, 0f);
            }
            else if (touch.phase == TouchPhase.Ended)
            {
                initTouch = new Touch();
            }
        }
    }

}

非常感谢你的帮助! :)

unity3d camera rotation swipe gyroscope
1个回答
0
投票

可以使用一个脚本使用触​​摸来转动相机,使用陀螺仪转动相机的另一个脚本。

GyroscopeCameraRotation.cs:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GyroscopeCameraRotation : BasicCameraRotation
{
private float x;
private float y;

public bool gyroEnabled = false;
readonly float sensitivity = 50.0f;

private Gyroscope gyro;

void Start()
{
    gyroEnabled = EnableGyro();
}

private bool EnableGyro()
{
    if (SystemInfo.supportsGyroscope)
    {
        gyro = Input.gyro;
        gyro.enabled = true;
        return true;
    }

    return false;
}
void Update()
{
    if (gyroEnabled)
    {
        GyroRotation();
    }
}
void GyroRotation()
{
    x = Input.gyro.rotationRate.x;
    y = Input.gyro.rotationRate.y;

    float xFiltered = FilterGyroValues(x);
    RotateUpDown(xFiltered*sensitivity);

    float yFiltered = FilterGyroValues(y);
    RotateRightLeft(yFiltered * sensitivity);
}

float FilterGyroValues(float axis)
{
    if (axis < -0.1 || axis > 0.1)
    {
        return axis;
    }
    else
    {
        return 0;
    }
}
}

TouchCameraRotation.cs:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TouchCameraRotation : BasicCameraRotation
{
Vector3 firstPoint;
float sensitivity = 2.5f;

void Update()
{
   TouchRotation();
}
void TouchRotation()
{
    if (Input.touchCount > 0)
    {
        if (Input.GetTouch(0).phase == TouchPhase.Began)
        {
            firstPoint = Input.GetTouch(0).position;
        }
        if (Input.GetTouch(0).phase == TouchPhase.Moved)
        {
            Vector3 secondPoint = Input.GetTouch(0).position;

            float x = FilterGyroValues(secondPoint.x - firstPoint.x);
            RotateRightLeft(x * sensitivity);

            float y = FilterGyroValues(secondPoint.y - firstPoint.y);
            RotateUpDown(y * -sensitivity);

            firstPoint = secondPoint;
        }
    }
}
float FilterGyroValues(float axis)
{
    float thresshold = 0.5f;
    if (axis < -thresshold || axis > thresshold)
    {
        return axis;
    }
    else
    {
        return 0;
    }
}
}

BasicCameraRotation.cs:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BasicCameraRotation : MonoBehaviour
{
public void RotateUpDown(float axis)
{
    transform.RotateAround(transform.position, transform.right, -axis * Time.deltaTime);
}

//rotate the camera rigt and left (y rotation)
public void RotateRightLeft(float axis)
{
    transform.RotateAround(transform.position, Vector3.up, -axis * Time.deltaTime);
}
}

这是一个带有解决方案的示例项目:https://github.com/danieldourado/gyroscope-touch-camera-rotation

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