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、使用Cinema4D,创建Sphere,修改分段为60,导出为Sphere.FBX;
2、Unity新建材质Material,将材质赋予Sphere,设置Sphere比例为10,设置材质的Shader类型为:Mobile/particles/Alpha Blended,然后将做好的全景图拖到材质Texture上,修改全景图MaxSize 为8192;
using UnityEngine; using System.Collections; using UnityEngine.UI; public class GyroController_: 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); } }
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。
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