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;

3、在摄像机MainCamera上附加以下脚本:

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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。

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   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

  

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