前言:大家都知道AR通过扫描识别图来显示3D效果,也可通过Vuforia扩展追踪来实现物体在空间中显示(效果不是很好),本文来实现一个AR和3D场景相结合产生的效果。具体可看效果:
准备资料:
AR使用的是插件Vuforia:下载地址:https://developer.vuforia.com/downloads/sdk
控制陀螺仪脚本:
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 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 = false;
#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 + "addasdasdas" + gyroEnabled);
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(50)))
{
Input.gyro.enabled = !Input.gyro.enabled;
}
if (GUILayout.Button("On/off gyro controller: " + gyroEnabled, GUILayout.Height(50)))
{
if (gyroEnabled)
{
DetachGyro();
}
else
{
AttachGyro();
}
}
if (GUILayout.Button("Update gyro calibration (Horizontal only)", GUILayout.Height(40)))
{
UpdateCalibration(true);
}
if (GUILayout.Button("Update camera base rotation (Horizontal only)", GUILayout.Height(40)))
{
UpdateCameraBaseRotation(true);
}
if (GUILayout.Button("Reset base orientation", GUILayout.Height(40)))
{
ResetBaseOrientation();
}
//��λ��ͷ�Ƕ�
if (GUILayout.Button("Reset camera rotation", GUILayout.Height(40)))
{
transform.rotation = Quaternion.identity;
}
}
#endregion
#region [Public methods]
/// <summary>
/// Attaches gyro controller to the transform.
/// </summary>
private void AttachGyro()
{
//VRע�Ϳ���
//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
}
正文:
创建Unity工程,并把导入下载好的Vuforia插件,然后新创建一个场景并保存,拖Vuforia的ARCamera预设到场景中,
然后在场景中创建一个Cube的3D物体,调整好摄像机能看到的位置
然后把准备资料上的陀螺仪脚本挂在到MainCamera摄像机上,并且同时创建一个Test.cs脚本来启动陀螺仪
using UnityEngine;
using System.Collections;
public class test : MonoBehaviour
{
// Use this for initialization
void Start()
{
Input.gyro.enabled = true;
}
// Update is called once per frame
void Update()
{
GameObject obj = GameObject.Find("Cube");
obj.transform.Rotate(Vector3.up,Time.deltaTime*20);
}
}
然后只要设置Vuforia的App License Key即可打包测试了。不需要配置AndroidManifest.xml文件