// *********************************************************** // Written by Heyworks Unity Studio http://unity.heyworks.com/ // *********************************************************** using UnityEngine; /// /// Gyroscope controller that works with any device orientation. /// public class AndroidMove : 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; private GameObject RotateObjectGame; #endregion #region [Unity events] protected void Start() { // RotateObjectGame = gameObject; Input.gyro.enabled = true; AttachGyro(); Invoke("GuiLing", 3f); } void GuiLing() { Debug.Log("this.transform.localEulerAngles.y"+ this.transform.localEulerAngles.y); this.transform.parent.transform.localEulerAngles = new Vector3(0, -this.transform.localEulerAngles.y, 0); } protected void Update() { if (!gyroEnabled) return; //transform.localRotation = Quaternion.Slerp(transform.localRotation, // cameraBase * (ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor); transform.localRotation = cameraBase * (ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()); //RotateObjectGame.transform.localEulerAngles = new Vector3 (0, 0, transform.localEulerAngles.y); } #endregion #region [Public methods] /// /// Attaches gyro controller to the transform. /// private void AttachGyro() { gyroEnabled = true; ResetBaseOrientation(); UpdateCalibration(true); UpdateCameraBaseRotation(true); RecalculateReferenceRotation(); } /// /// Detaches gyro controller from the transform /// private void DetachGyro() { gyroEnabled = false; } #endregion #region [Private methods] /// /// Update the gyro calibration. /// 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; } } /// /// Update the camera base localRotation. /// /// /// Only y localRotation. /// 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.localRotation; } } /// /// Converts the localRotation from right handed to left handed. /// /// /// The result localRotation. /// /// /// The localRotation to convert. /// private static Quaternion ConvertRotation(Quaternion q) { return new Quaternion(q.x, q.y, -q.z, -q.w); } /// /// Gets the rot fix for different orientations. /// /// /// The rot fix. /// 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 } /// /// Recalculates reference system. /// private void ResetBaseOrientation() { baseOrientationRotationFix = GetRotFix(); baseOrientation = baseOrientationRotationFix * baseIdentity; } /// /// Recalculates reference localRotation. /// private void RecalculateReferenceRotation() { referanceRotation = Quaternion.Inverse(baseOrientation) * Quaternion.Inverse(calibration); } #endregion }