• Unity做360度的全景照片


    这里推荐两种方法,第一种是用鼠标滑动,第二种是用手机的陀螺仪进行全景查看

    第一种:

    1、新建一Sphere,然后为其赋予材质,注意材质的Shader类型为:Mobile/particles/Alpha Blended,然后将做好的全景图贴上去

    2、在摄像机上附加以下脚本:代码来源参考自

      1 using UnityEngine;
      2 using System.Collections;
      3 using UnityEngine.UI;
      4 
      5 public class GyroController_01 : MonoBehaviour
      6 {
      7     public float moveSpeed = 1;//物体旋转速度  
      8     public GameObject target;
      9 
     10     private Vector2 oldPosition;
     11     private Vector2 oldPosition1;
     12     private Vector2 oldPosition2;
     13 
     14 
     15     private float distance = 0;
     16     private bool flag = false;
     17     //摄像头的位置
     18     private float x = 0f;
     19     private float y = 0f;
     20     //左右滑动移动速度
     21     public float xSpeed = 250f;
     22     public float ySpeed = 120f;
     23     //缩放限制系数
     24     public float yMinLimit = -360;
     25     public float yMaxLimit = 360;
     26     //是否旋转
     27     private bool isRotate = true;
     28     //计数器
     29     private float count = 0;
     30 
     31     //初始化游戏信息设置
     32     void Start()
     33     {
     34         Vector3 angles = transform.eulerAngles;
     35         x = angles.y;
     36         y = angles.x;
     37         if (GetComponent<Rigidbody>())
     38             GetComponent<Rigidbody>().freezeRotation = true;
     39     }
     40 
     41 
     42 
     43     // Update is called once per frame  
     44     void Update()
     45     {
     46 
     47         if (isRotate)
     48         {
     49 
     50             target.transform.Rotate(Vector3.down, Time.deltaTime * moveSpeed, Space.World);
     51 
     52         }
     53         if (!isRotate)
     54         {
     55             count += Time.deltaTime;
     56             if (count > 5)
     57             {
     58                 count = 0;
     59                 isRotate = true;
     60             }
     61         }
     62 
     63         //触摸类型为移动触摸
     64         if (Input.GetMouseButton(0))
     65         {
     66             //根据触摸点计算X与Y位置
     67             x += Input.GetAxis("Mouse X") * xSpeed * Time.deltaTime;
     68             y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime;
     69             isRotate = false;
     70         }
     71         //判断鼠标滑轮是否输入
     72         float temp = Input.GetAxis("Mouse ScrollWheel");
     73         if (temp != 0)
     74         {
     75             if (temp > 0)
     76             {
     77                 // 这里的数据是根据我项目中的模型而调节的,大家可以自己任意修改
     78                 if (distance > -15)
     79                 {
     80                     distance -= 0.5f;
     81                 }
     82             }
     83             if (temp < 0)
     84             {
     85                 // 这里的数据是根据我项目中的模型而调节的,大家可以自己任意修改
     86                 if (distance < 20)
     87                 {
     88                     distance += 0.5f;
     89                 }
     90             }
     91         }
     92 
     93     }
     94 
     95     //计算距离,判断放大还是缩小。放大返回true,缩小返回false  
     96     bool IsEnlarge(Vector2 oP1, Vector2 oP2, Vector2 nP1, Vector2 nP2)
     97     {
     98         //old distance  
     99         float oldDistance = Mathf.Sqrt((oP1.x - oP2.x) * (oP1.x - oP2.x) + (oP1.y - oP2.y) * (oP1.y - oP2.y));
    100         //new distance  
    101         float newDistance = Mathf.Sqrt((nP1.x - nP2.x) * (nP1.x - nP2.x) + (nP1.y - nP2.y) * (nP1.y - nP2.y));
    102 
    103         if (oldDistance < newDistance)
    104         {
    105             //zoom+  
    106             return true;
    107         }
    108         else
    109         {
    110             //zoom-  
    111             return false;
    112         }
    113     }
    114 
    115     //每帧执行,在Update后  
    116     void LateUpdate()
    117     {
    118         if (target)
    119         {
    120             //重置摄像机的位置
    121             y = ClampAngle(y, yMinLimit, yMaxLimit);
    122             var rotation = Quaternion.Euler(y, x, 0);
    123             var position = rotation * (new Vector3(0.0f, 0.0f, -distance)) + target.transform.position;
    124 
    125             transform.rotation = rotation;
    126             transform.position = position;
    127         }
    128     }
    129     float ClampAngle(float angle, float min, float max)
    130     {
    131         if (angle < -360)
    132             angle += 360;
    133         if (angle > 360)
    134             angle -= 360;
    135         return Mathf.Clamp(angle, min, max);
    136 
    137     }
    138 
    139 }

    3、然后在游戏运行的时候左右、上下滑动鼠标即可,也可以滚动鼠标滚轮

    第二种:目前我没有测试,手上没有安卓机,有条件的可以进行测试一下。

    1、首先我们先了解移动端手机陀螺仪的向量方向。

    Unity中重力感应的取值范围时 -1.0~1.0
    X轴:home按键在下手机面朝天
            向右旋转90度重力分量为1.0
            向左旋转90度重力分量为-1.0
            
    Y轴:Home按键在上手机背面朝自己重力分量为1.0
         Home按键在下手机面朝自己重力分量为-1.0
        
    Z轴:手机面朝地面重力分量为1.0
         手机面朝天空重力分量为1.0

                        

    2、新建一Sphere,然后为其赋予材质,注意材质的Shader类型为:Mobile/particles/Alpha Blended,然后将做好的全景图贴上去

    3、在摄像机上附加以下脚本,并将相机作为Sphere的子物体即可 代码来源参考自

      1 // ***********************************************************
      2 // Written by Heyworks Unity Studio http://unity.heyworks.com/
      3 // ***********************************************************
      4 using UnityEngine;
      5    
      6 /// <summary>
      7 /// Gyroscope controller that works with any device orientation.
      8 /// </summary>
      9 public class GyroController : MonoBehaviour 
     10 {
     11     #region [Private fields]
     12    
     13     private bool gyroEnabled = true;
     14     private const float lowPassFilterFactor = 0.2f;
     15    
     16     private readonly Quaternion baseIdentity =  Quaternion.Euler(90, 0, 0);
     17     private readonly Quaternion landscapeRight =  Quaternion.Euler(0, 0, 90);
     18     private readonly Quaternion landscapeLeft =  Quaternion.Euler(0, 0, -90);
     19     private readonly Quaternion upsideDown =  Quaternion.Euler(0, 0, 180);
     20        
     21     private Quaternion cameraBase =  Quaternion.identity;
     22     private Quaternion calibration =  Quaternion.identity;
     23     private Quaternion baseOrientation =  Quaternion.Euler(90, 0, 0);
     24     private Quaternion baseOrientationRotationFix =  Quaternion.identity;
     25    
     26     private Quaternion referanceRotation = Quaternion.identity;
     27     private bool debug = true;
     28    
     29     #endregion
     30    
     31     #region [Unity events]
     32    
     33     protected void Start () 
     34     {
     35         AttachGyro();
     36     }
     37    
     38     protected void Update() 
     39     {
     40         if (!gyroEnabled)
     41             return;
     42         transform.rotation = Quaternion.Slerp(transform.rotation,
     43             cameraBase * ( ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor);
     44     }
     45 
     46     protected void OnGUI()
     47     {
     48         if (!debug)
     49             return;
     50         GUILayout.Label("Orientation: " + Screen.orientation);
     51         GUILayout.Label("Calibration: " + calibration);
     52         GUILayout.Label("Camera base: " + cameraBase);
     53         GUILayout.Label("input.gyro.attitude: " + Input.gyro.attitude);
     54         GUILayout.Label("transform.rotation: " + transform.rotation);
     55 
     56         if (GUILayout.Button("On/off gyro: " + Input.gyro.enabled, GUILayout.Height(100)))
     57         {
     58             Input.gyro.enabled = !Input.gyro.enabled;
     59         }
     60 
     61         if (GUILayout.Button("On/off gyro controller: " + gyroEnabled, GUILayout.Height(100)))
     62         {
     63             if (gyroEnabled)
     64             {
     65                 DetachGyro();
     66             }
     67             else
     68             {
     69                 AttachGyro();
     70             }
     71         }
     72 
     73         if (GUILayout.Button("Update gyro calibration (Horizontal only)", GUILayout.Height(80)))
     74         {
     75             UpdateCalibration(true);
     76         }
     77 
     78         if (GUILayout.Button("Update camera base rotation (Horizontal only)", GUILayout.Height(80)))
     79         {
     80             UpdateCameraBaseRotation(true);
     81         }
     82 
     83         if (GUILayout.Button("Reset base orientation", GUILayout.Height(80)))
     84         {
     85             ResetBaseOrientation();
     86         }
     87 
     88         if (GUILayout.Button("Reset camera rotation", GUILayout.Height(80)))
     89         {
     90             transform.rotation = Quaternion.identity;
     91         }
     92     }
     93 
     94     #endregion
     95 
     96     #region [Public methods]
     97 
     98     /// <summary>
     99     /// Attaches gyro controller to the transform.
    100     /// </summary>
    101     private void AttachGyro()
    102     {
    103         gyroEnabled = true;
    104         ResetBaseOrientation();
    105         UpdateCalibration(true);
    106         UpdateCameraBaseRotation(true);
    107         RecalculateReferenceRotation();
    108     }
    109    
    110     /// <summary>
    111     /// Detaches gyro controller from the transform
    112     /// </summary>
    113     private void DetachGyro()
    114     {
    115         gyroEnabled = false;
    116     }
    117    
    118     #endregion
    119    
    120     #region [Private methods]
    121    
    122     /// <summary>
    123     /// Update the gyro calibration.
    124     /// </summary>
    125     private void UpdateCalibration(bool onlyHorizontal)
    126     {
    127         if (onlyHorizontal)
    128         {
    129             var fw = (Input.gyro.attitude) * (-Vector3.forward);
    130             fw.z = 0;
    131             if (fw == Vector3.zero)
    132             {
    133                 calibration = Quaternion.identity;
    134             }
    135             else
    136             {
    137                 calibration = (Quaternion.FromToRotation(baseOrientationRotationFix * Vector3.up, fw));
    138             }
    139         }
    140         else
    141         {
    142             calibration = Input.gyro.attitude;
    143         }
    144     }
    145        
    146     /// <summary>
    147     /// Update the camera base rotation.
    148     /// </summary>
    149     /// <param name='onlyHorizontal'>
    150     /// Only y rotation.
    151     /// </param>
    152     private void UpdateCameraBaseRotation(bool onlyHorizontal)
    153     {
    154         if (onlyHorizontal)
    155         {
    156             var fw = transform.forward;
    157             fw.y = 0;
    158             if (fw == Vector3.zero)
    159             {
    160                 cameraBase = Quaternion.identity;
    161             }
    162             else
    163             {
    164                 cameraBase = Quaternion.FromToRotation(Vector3.forward, fw);
    165             }
    166         }
    167         else
    168         {
    169             cameraBase = transform.rotation;
    170         }
    171     }
    172        
    173     /// <summary>
    174     /// Converts the rotation from right handed to left handed.
    175     /// </summary>
    176     /// <returns>
    177     /// The result rotation.
    178     /// </returns>
    179     /// <param name='q'>
    180     /// The rotation to convert.
    181     /// </param>
    182     private static Quaternion ConvertRotation(Quaternion q)
    183     {
    184         return new Quaternion(q.x, q.y, -q.z, -q.w);    
    185     }
    186        
    187     /// <summary>
    188     /// Gets the rot fix for different orientations.
    189     /// </summary>
    190     /// <returns>
    191     /// The rot fix.
    192     /// </returns>
    193     private Quaternion GetRotFix()
    194     {
    195 #if UNITY_3_5
    196         if (Screen.orientation == ScreenOrientation.Portrait)
    197             return Quaternion.identity;
    198            
    199         if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.Landscape)
    200             return landscapeLeft;
    201                    
    202         if (Screen.orientation == ScreenOrientation.LandscapeRight)
    203             return landscapeRight;
    204                    
    205         if (Screen.orientation == ScreenOrientation.PortraitUpsideDown)
    206             return upsideDown;
    207         return Quaternion.identity;
    208 #else
    209         return Quaternion.identity;
    210 #endif
    211     }
    212        
    213     /// <summary>
    214     /// Recalculates reference system.
    215     /// </summary>
    216     private void ResetBaseOrientation()
    217     {
    218         baseOrientationRotationFix = GetRotFix();
    219         baseOrientation = baseOrientationRotationFix * baseIdentity;
    220     }
    221    
    222     /// <summary>
    223     /// Recalculates reference rotation.
    224     /// </summary>
    225     private void RecalculateReferenceRotation()
    226     {
    227         referanceRotation = Quaternion.Inverse(baseOrientation)*Quaternion.Inverse(calibration);
    228     }
    229    
    230     #endregion
    231 }
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  • 原文地址:https://www.cnblogs.com/zhh19981104/p/9692184.html
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