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360°全景图

360°全景图

作者: 醉酒青牛_fa4e | 来源:发表于2019-06-03 17:05 被阅读0次

    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

    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;

    public class GyroController_01 : MonoBehaviour
    {
    public float moveSpeed = 1;//物体旋转速度
    public GameObject target;

    private Vector2 oldPosition;
    private Vector2 oldPosition1;
    private Vector2 oldPosition2;
    
    
    private float distance = 0;
    private bool flag = false;
    //摄像头的位置
    private float x = 0f;
    private float y = 0f;
    //左右滑动移动速度
    public float xSpeed = 250f;
    public float ySpeed = 120f;
    //缩放限制系数
    public float yMinLimit = -360;
    public float yMaxLimit = 360;
    //是否旋转
    private bool isRotate = true;
    //计数器
    private float count = 0;
    
    //初始化游戏信息设置
    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        x = angles.y;
        y = angles.x;
        if (GetComponent<Rigidbody>())
            GetComponent<Rigidbody>().freezeRotation = true;
    }
    
    
    
    // Update is called once per frame  
    void Update()
    {
    
        if (isRotate)
        {
    
            target.transform.Rotate(Vector3.down, Time.deltaTime * moveSpeed, Space.World);
    
        }
        if (!isRotate)
        {
            count += Time.deltaTime;
            if (count > 5)
            {
                count = 0;
                isRotate = true;
            }
        }
    
        //触摸类型为移动触摸
        if (Input.GetMouseButton(0))
        {
            //根据触摸点计算X与Y位置
            x += Input.GetAxis("Mouse X") * xSpeed * Time.deltaTime;
            y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime;
            isRotate = false;
        }
        //判断鼠标滑轮是否输入
        float temp = Input.GetAxis("Mouse ScrollWheel");
        if (temp != 0)
        {
            if (temp > 0)
            {
                // 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
                if (distance > -15)
                {
                    distance -= 0.5f;
                }
            }
            if (temp < 0)
            {
                // 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
                if (distance < 20)
                {
                    distance += 0.5f;
                }
            }
        }
    
    }
    
    //计算距离,判断放大还是缩小。放大返回true,缩小返回false  
    bool IsEnlarge(Vector2 oP1, Vector2 oP2, Vector2 nP1, Vector2 nP2)
    {
        //old distance  
        float oldDistance = Mathf.Sqrt((oP1.x - oP2.x) * (oP1.x - oP2.x) + (oP1.y - oP2.y) * (oP1.y - oP2.y));
        //new distance  
        float newDistance = Mathf.Sqrt((nP1.x - nP2.x) * (nP1.x - nP2.x) + (nP1.y - nP2.y) * (nP1.y - nP2.y));
    
        if (oldDistance < newDistance)
        {
            //zoom+  
            return true;
        }
        else
        {
            //zoom-  
            return false;
        }
    }
    
    //每帧执行,在Update后  
    void LateUpdate()
    {
        if (target)
        {
            //重置摄像机的位置
            y = ClampAngle(y, yMinLimit, yMaxLimit);
            var rotation = Quaternion.Euler(y, x, 0);
            var position = rotation * (new Vector3(0.0f, 0.0f, -distance)) + target.transform.position;
    
            transform.rotation = rotation;
            transform.position = position;
        }
    }
    float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    
    }
    

    }

    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

    image

    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

    // ***********************************************************
    // Written by Heyworks Unity Studio http://unity.heyworks.com/
    // ***********************************************************
    using UnityEngine;

    /// <summary>
    /// Gyroscope controller that works with any device orientation.
    /// </summary>
    public class GyroController : MonoBehaviour
    {
    #region [Private fields]

    private bool gyroEnabled = true;
    private const float lowPassFilterFactor = 0.2f;
    
    private readonly Quaternion baseIdentity =  Quaternion.Euler(90, 0, 0);
    private readonly Quaternion landscapeRight =  Quaternion.Euler(0, 0, 90);
    private readonly Quaternion landscapeLeft =  Quaternion.Euler(0, 0, -90);
    private readonly Quaternion upsideDown =  Quaternion.Euler(0, 0, 180);
       
    private Quaternion cameraBase =  Quaternion.identity;
    private Quaternion calibration =  Quaternion.identity;
    private Quaternion baseOrientation =  Quaternion.Euler(90, 0, 0);
    private Quaternion baseOrientationRotationFix =  Quaternion.identity;
    
    private Quaternion referanceRotation = Quaternion.identity;
    private bool debug = true;
    
    #endregion
    
    #region [Unity events]
    
    protected void Start () 
    {
        AttachGyro();
    }
    
    protected void Update() 
    {
        if (!gyroEnabled)
            return;
        transform.rotation = Quaternion.Slerp(transform.rotation,
            cameraBase * ( ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor);
    }
    
    protected void OnGUI()
    {
        if (!debug)
            return;
        GUILayout.Label("Orientation: " + Screen.orientation);
        GUILayout.Label("Calibration: " + calibration);
        GUILayout.Label("Camera base: " + cameraBase);
        GUILayout.Label("input.gyro.attitude: " + Input.gyro.attitude);
        GUILayout.Label("transform.rotation: " + transform.rotation);
    
        if (GUILayout.Button("On/off gyro: " + Input.gyro.enabled, GUILayout.Height(100)))
        {
            Input.gyro.enabled = !Input.gyro.enabled;
        }
    
        if (GUILayout.Button("On/off gyro controller: " + gyroEnabled, GUILayout.Height(100)))
        {
            if (gyroEnabled)
            {
                DetachGyro();
            }
            else
            {
                AttachGyro();
            }
        }
    
        if (GUILayout.Button("Update gyro calibration (Horizontal only)", GUILayout.Height(80)))
        {
            UpdateCalibration(true);
        }
    
        if (GUILayout.Button("Update camera base rotation (Horizontal only)", GUILayout.Height(80)))
        {
            UpdateCameraBaseRotation(true);
        }
    
        if (GUILayout.Button("Reset base orientation", GUILayout.Height(80)))
        {
            ResetBaseOrientation();
        }
    
        if (GUILayout.Button("Reset camera rotation", GUILayout.Height(80)))
        {
            transform.rotation = Quaternion.identity;
        }
    }
    
    #endregion
    
    #region [Public methods]
    
    /// <summary>
    /// Attaches gyro controller to the transform.
    /// </summary>
    private void AttachGyro()
    {
        gyroEnabled = true;
        ResetBaseOrientation();
        UpdateCalibration(true);
        UpdateCameraBaseRotation(true);
        RecalculateReferenceRotation();
    }
    
    /// <summary>
    /// Detaches gyro controller from the transform
    /// </summary>
    private void DetachGyro()
    {
        gyroEnabled = false;
    }
    
    #endregion
    
    #region [Private methods]
    
    /// <summary>
    /// Update the gyro calibration.
    /// </summary>
    private void UpdateCalibration(bool onlyHorizontal)
    {
        if (onlyHorizontal)
        {
            var fw = (Input.gyro.attitude) * (-Vector3.forward);
            fw.z = 0;
            if (fw == Vector3.zero)
            {
                calibration = Quaternion.identity;
            }
            else
            {
                calibration = (Quaternion.FromToRotation(baseOrientationRotationFix * Vector3.up, fw));
            }
        }
        else
        {
            calibration = Input.gyro.attitude;
        }
    }
       
    /// <summary>
    /// Update the camera base rotation.
    /// </summary>
    /// <param name='onlyHorizontal'>
    /// Only y rotation.
    /// </param>
    private void UpdateCameraBaseRotation(bool onlyHorizontal)
    {
        if (onlyHorizontal)
        {
            var fw = transform.forward;
            fw.y = 0;
            if (fw == Vector3.zero)
            {
                cameraBase = Quaternion.identity;
            }
            else
            {
                cameraBase = Quaternion.FromToRotation(Vector3.forward, fw);
            }
        }
        else
        {
            cameraBase = transform.rotation;
        }
    }
       
    /// <summary>
    /// Converts the rotation from right handed to left handed.
    /// </summary>
    /// <returns>
    /// The result rotation.
    /// </returns>
    /// <param name='q'>
    /// The rotation to convert.
    /// </param>
    private static Quaternion ConvertRotation(Quaternion q)
    {
        return new Quaternion(q.x, q.y, -q.z, -q.w);    
    }
       
    /// <summary>
    /// Gets the rot fix for different orientations.
    /// </summary>
    /// <returns>
    /// The rot fix.
    /// </returns>
    private Quaternion GetRotFix()
    {
    

    if UNITY_3_5

        if (Screen.orientation == ScreenOrientation.Portrait)
            return Quaternion.identity;
           
        if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.Landscape)
            return landscapeLeft;
                   
        if (Screen.orientation == ScreenOrientation.LandscapeRight)
            return landscapeRight;
                   
        if (Screen.orientation == ScreenOrientation.PortraitUpsideDown)
            return upsideDown;
        return Quaternion.identity;
    

    else

        return Quaternion.identity;
    

    endif

    }
       
    /// <summary>
    /// Recalculates reference system.
    /// </summary>
    private void ResetBaseOrientation()
    {
        baseOrientationRotationFix = GetRotFix();
        baseOrientation = baseOrientationRotationFix * baseIdentity;
    }
    
    /// <summary>
    /// Recalculates reference rotation.
    /// </summary>
    private void RecalculateReferenceRotation()
    {
        referanceRotation = Quaternion.Inverse(baseOrientation)*Quaternion.Inverse(calibration);
    }
    
    #endregion
    

    }

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