예제 #1
0
        private void Update()
        {
            blueAxis   = cameraTrans.forward;
            redAxis    = cameraTrans.right;
            blueAxis.y = 0;
            redAxis.y  = 0;

            if (isLocked)
            {
                return;
            }

            inputAxis = m_AndroidInput.GradientAxis;

            gravityOffset = Input.acceleration - standardGravityAxis;
            //P.PUBLIC.debugText2.text = gravityOffset.ToString();

            //重力在本地坐标系的向量为standard,当坐标系旋转后,变成Input.acceleration
            //坐标系所有点乘以旋转矩阵mat,Input.acceleration乘以mat的逆矩阵等于standard

            //Matrix4x4 rotateMatrix = STL.Geometry.Math.CalcRotateMatrix(Input.acceleration, standardGravityAxis);

            Vector3 rotateAxis = Vector3.Cross(Input.acceleration, standardGravityAxis);
            float   angle      = Vector3.Angle(Input.acceleration, standardGravityAxis);

            //m_rigidbody.MoveRotation
            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.AngleAxis(angle, rotateAxis), 0.05f);
            m_Actor.GoForward();

            dir = inputAxis.x * redAxis + inputAxis.y * blueAxis;

            //m_Actor.Fly(dir);
            m_Actor.Move(dir);
            Debug.Log(gravityOffset);

            if (_AndroidInput.wantReset)
            {
                ResetGravityController();
            }
        }