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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