Unity3D尝试 基于地理定位的AR

转:http://www.manew.com/forum.php?mod=viewthread&tid=50417&page=1&authorid=132510

首先说,这个尝试失败,属于死在去医院的路上那种。

基于地理定位的增强现实,AR全息实景,是一种高大上的说法,说直白点就是山寨类似随便走这样的应用。

打开应用,搜索周边信息,然后再把信息叠加在摄像头拍摄到的内容上面。

思路:用手机移动来控制unity中的camrea,将摄像头拍摄到的内容作为背景。获取地理信息,将信息转化成文字添加到unity的世界中。

1、用手机移动控制unity中的camrea。

这段代码中unity的论坛中找到,但是时间很久远,改了下发现能用。

http://forum.unity3d.com/threads ... -on-iphone-4.98828/

[csharp] view plain copy 在CODE上查看代码片派生到我的代码片

using UnityEngine;

using System.Collections;

public class CameraManager : MonoBehaviour {

private bool gyroBool;

private Gyroscope gyro;

private Quaternion rotFix;

public void Start ()

{

Transform currentParent = transform.parent;

GameObject camParent = new GameObject ("GyroCamParent");

camParent.transform.position = transform.position;

transform.parent = camParent.transform;

GameObject camGrandparent = new GameObject ("GyroCamGrandParent");

camGrandparent.transform.position = transform.position;

camParent.transform.parent = camGrandparent.transform;

camGrandparent.transform.parent = currentParent;

gyroBool = SystemInfo.supportsGyroscope;

if (gyroBool) {

gyro = Input.gyro;

gyro.enabled = true;

if (Screen.orientation == ScreenOrientation.LandscapeLeft) {

camParent.transform.eulerAngles = new Vector3 (90, 90, 0);

} else if (Screen.orientation == ScreenOrientation.Portrait) {

camParent.transform.eulerAngles = new Vector3 (90, 180, 0);

} else if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) {

camParent.transform.eulerAngles = new Vector3 (90, 180, 0);

} else if (Screen.orientation == ScreenOrientation.LandscapeRight) {

camParent.transform.eulerAngles = new Vector3 (90, 180, 0);

} else {

camParent.transform.eulerAngles = new Vector3 (90, 180, 0);

}

if (Screen.orientation == ScreenOrientation.LandscapeLeft) {

rotFix = new Quaternion (0, 0,0.7071f,0.7071f);

} else if (Screen.orientation == ScreenOrientation.Portrait) {

rotFix = new Quaternion (0, 0, 1, 0);

} else if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) {

rotFix = new Quaternion (0, 0, 1, 0);

} else if (Screen.orientation == ScreenOrientation.LandscapeRight) {

rotFix = new Quaternion (0, 0, 1, 0);

} else {

rotFix = new Quaternion (0, 0, 1, 0);

}

//Screen.sleepTimeout = 0;

} else {

#if UNITY_EDITOR

print("NO GYRO");

#endif

}

}

public void Update ()

{

if (gyroBool) {

Quaternion quatMap;

#if UNITY_IOS

quatMap = gyro.attitude;

#elif UNITY_

quatMap = new Quaternion(gyro.attitude.x,gyro.attitude.y,gyro.attitude.z,gyro.attitude.w);

#endif

transform.localRotation = quatMap * rotFix;

}

}

}

2、背景摄像头显示摄像机内容

摄像头的内容可以显示在guitexure上也可以显示在plan上,但是在guitexrue上显示的时候,方向转了90度,最后只好显示在plan上。

[csharp] view plain copy 在CODE上查看代码片派生到我的代码片

using UnityEngine;

using System.Collections;

public class WebCamManager : MonoBehaviour {

// Use this for initialization

void Start () {

WebCamTexture webcamTexture = new WebCamTexture ();

//如果有后置摄像头,调用后置摄像头

for (int i = 0; i < WebCamTexture.devices.Length; i++) {

if (!WebCamTexture.devices .isFrontFacing) {

webcamTexture.deviceName = WebCamTexture.devices .name;

break;

}

}

Renderer renderer = GetComponent();

renderer.material.mainTexture = webcamTexture;

webcamTexture.Play();

}

}

3、调用高德地图的地理定位和搜索附近

详细内容请看我之前的博客

http://blog.csdn.net/wuyt2008/article/details/50774017

http://blog.csdn.net/wuyt2008/article/details/50789423

4、当搜索到内容以后,将名称信息添加到unity的世界里。

[csharp] view plain copy 在CODE上查看代码片派生到我的代码片

using UnityEngine;

using System.Collections;

using System.Collections.Generic;

using UnityEngine.UI;

public class ARMange : MonoBehaviour {

public List places = new List();

public GameObject perfab;

public PlaceInfo location = new PlaceInfo ();

public void ShowPlaces(){

ClearPlace ();

for (int i = 0; i < places.Count; i++) {

GameObject newPlace = Instantiate (perfab);

newPlace.transform.parent = this.transform;

double posZ = places .Latitude - location.Latitude;

double posX = places .Longitude - location.Longitude;

float z = 0;

float x = 0;

float y = 0;

if (posZ > 0) {

z = 500f;

} else {

z = -500f;

}

if (posX > 0) {

x = 500f;

} else {

x = -500f;

}

z = z + (float)(posZ * 1000);

x = x + (float)(posX * 1000);

y = y + i * 20;

newPlace.transform.position = new Vector3 (x, y, z);

newPlace.transform.LookAt (this.transform);

newPlace.transform.Rotate (new Vector3 (0f, 180f, 0f));

newPlace.gameObject.GetComponentInChildren ().text = places .Name;

}

}

private void ClearPlace(){

GameObject[] oldPlaces = GameObject.FindGameObjectsWithTag ("Place");

for (int i = 0; i < oldPlaces.Length; i++) {

Destroy (oldPlaces .gameObject);

}

}

}

5、这个时候显示内容没问题,但是方向会偏移。于是加了个指南针来矫正方向

[csharp] view plain copy 在CODE上查看代码片派生到我的代码片

using UnityEngine;

using System.Collections;

using UnityEngine.UI;

public class CompassManage : MonoBehaviour {

public Transform cam;

void Start () {

Input.location.Start ();

Input.compass.enabled = true;

}

// Update is called once per frame

void Update () {

transform.rotation = Quaternion.Euler(0, cam.eulerAngles.y-Input.compass.trueHeading, 0);

}

}

6、最后遇到的,我无法解决的问题

简单一句话,就是滤波。这个应用需要准确稳定的判断出当前手机方向位置状态,但是,输入的内容,重力,罗盘,加速度都是在不断变化,并且会有偏移的量,需要滤波。

虽然大致知道了是应该用互补滤波和卡尔曼滤波,但是,我的水平只能看懂名字,看不懂内容。

数学无力的我只好放弃。等遇到别人写好的代码再抄下吧。

这是死在半路上的结果的样子

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