// ***********************************************************
// 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
}