我正在嘗試重新創建Google Cardboard應用的「展示」演示的功能。即從各個角度觀看單個物體 - 向上看,看到物體下方,向下看,然後從上方觀看,向左或向右看,然後從側面看,然後再看。用於Google Cardboard with Unity 5的單個對象3D查看器
我已經嘗試了一些東西,比如讓對象成爲相機的一個孩子,並使用transform.LookAt(target);
來保持相機專注於對象,但它不起作用。
新的Unity5,所以任何幫助將非常感激。
UPDATE
從SmoothMouseLook腳本(http://pastebin.com/vMFkZJAm),這是到目前爲止,我得到的最接近,但它並沒有真正的工作,感覺太「失控」(使用代碼該對象不停地旋轉而不是平穩地轉向檢查),並且比'Exhibit'演示更難以預測。我的猜測是我過於複雜的事情。任何人有任何的想法......
在相機(S)(「主相機」)附加至保持專注的對象:
using UnityEngine;
using System.Collections;
public class LookAt : MonoBehaviour {
public Transform target;
void Update() {
transform.LookAt(target);
}
}
在對象,附上這個腳本:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SmoothMouseLook : MonoBehaviour
{
/*
This script is used to average the mouse input over x
amount of frames in order to create a smooth mouselook.
*/
//Mouse look sensitivity
public float sensitivityX = 1f;
public float sensitivityY = 1f;
//Default mouse sensitivity
public float defaultSensX = 1f;
public float defaultSensY = 1f;
//Minimum angle you can look up
public float minimumY = -60f;
public float maximumY = 60f;
//Minimum angle you can look up
public float minimumX = -60f;
public float maximumX = 60f;
//Number of frames to be averaged, used for smoothing mouselook
public int frameCounterX = 35;
public int frameCounterY = 35;
//Mouse rotation input
private float rotationX = 0f;
private float rotationY = 0f;
//Used to calculate the rotation of this object
private Quaternion xQuaternion;
private Quaternion yQuaternion;
private Quaternion originalRotation;
//Array of rotations to be averaged
private List<float> rotArrayX = new List<float>();
private List<float> rotArrayY = new List<float>();
void Start()
{
//Lock/Hide cursor
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
originalRotation = transform.localRotation;
}
void FixedUpdate()
{
//Mouse/Camera Movement Smoothing:
//Average rotationX for smooth mouselook
float rotAverageX = 0f;
//rotationX += Camera.main.transform.eulerAngles.x * sensitivityX;
//rotationX += Cardboard.SDK.HeadRotation.eulerAngles.x * sensitivityX;
rotationX += Cardboard.SDK.HeadPose.Orientation.x * sensitivityX;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
//Add the current rotation to the array, at the last position
rotArrayX.Add (rotationX);
//Reached max number of steps? Remove the oldest rotation from the array
if (rotArrayX.Count >= frameCounterX) {
rotArrayX.RemoveAt (0);
}
//Add all of these rotations together
for (int i_counterX = 0; i_counterX < rotArrayX.Count; i_counterX++) {
//Loop through the array
rotAverageX += rotArrayX[i_counterX];
}
//Now divide by the number of rotations by the number of elements to get the average
rotAverageX /= rotArrayX.Count;
//Average rotationY, same process as above
float rotAverageY = 0;
//rotationY += Camera.main.transform.eulerAngles.y * sensitivityY;
//rotationY += Cardboard.SDK.HeadRotation.eulerAngles.y * sensitivityY;
rotationY += Cardboard.SDK.HeadPose.Orientation.y * sensitivityY;
rotationY = ClampAngle (rotationY, minimumY, maximumY);
rotArrayY.Add (rotationY);
if (rotArrayY.Count >= frameCounterY) {
rotArrayY.RemoveAt (0);
}
for (int i_counterY = 0; i_counterY < rotArrayY.Count; i_counterY++) {
rotAverageY += rotArrayY[i_counterY];
}
rotAverageY /= rotArrayY.Count;
//Apply and rotate this object
xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
private float ClampAngle (float angle, float min, float max)
{
if (angle < -360f)
angle += 360f;
if (angle > 360f)
angle -= 360f;
return Mathf.Clamp (angle, min, max);
}
}
偉大的東西。我知道我過於複雜了!出於興趣,您在哪裏瞭解Unity中的Neck Model和其他Cardboard設置?剛開始,只找到基本的SDK文檔(缺少示例),沒有其他的東西。 – baroquedub
嗯,我欺騙了一下 - 我幫助編寫了SDK :-)你說得對,文檔還是很少的。 – smd
Thanks @smd任何想法如何爲物體旋轉添加慣性,以便在停止移動頭部時它會慢慢停下來? – robflate