Unity3D使用陀螺仪控制节点旋转

这篇文章主要为大家详细介绍了Unity3D使用陀螺仪控制节点旋转,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

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);
   /

本文标题为:Unity3D使用陀螺仪控制节点旋转

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