using System.Text; using System.Threading.Tasks; using UnityEngine; public class GameManager : MonoBehaviour { public string startMsg = "START"; public string stopMsg = "STOP"; public AudioPlayControl videoControl; private bool isCanControlModel = false; public Transform brainTrans; public float dt = 0.1f; public bool isTestInput = false; float angleX, angleY, angleZ; public KeyCode playMP4KeyCode = KeyCode.Space; private bool isGameStart = false; public AxisArr mapAxis = AxisArr.XZY; public void Awake() { SampleMessageListener.OnReceivedMSG += OnReceivedMessage; brainTrans.gameObject.SetActive(false); //videoControl.OnMP4PlayFinished += async () => //{ // if (!videoControl.IsCanPlayMP4()) // { // await videoControl.PlayEndVideo(); // brainTrans.gameObject.SetActive(false); // videoControl.ResetMP4Index(); // isGameStart = false; // } //}; } private void OnDestroy() { SampleMessageListener.OnReceivedMSG -= OnReceivedMessage; } private void OnReceivedMessage(string msgStr) { if (msgStr == startMsg) { print($"开始游戏"); GamePlay(); } else if (msgStr == stopMsg) { print($"退出游戏"); Application.Quit(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } else { sb?.AppendLine(msgStr); var arr = msgStr.Split(','); //加速度 var ax = float.Parse(arr[0]); var ay = float.Parse(arr[1]); var az = float.Parse(arr[2]); //角速度 var gx = float.Parse(arr[3]); var gy = float.Parse(arr[4]); var gz = float.Parse(arr[5]); print($"获得加速度:{ax},{ay},{az}"); print($"获得角速度:{gx},{gy},{gz}"); //this.GetComponent().angularVelocity if (isCanControlModel) { //ControlModelRotate(new Vector3(filteredRoll, filteredPitch, angleZ)); // 传入过滤后的值 //brainTrans.rotation = CalculateRotation(brainTrans.rotation, ax, ay, az, gx, gy, gz); CalculateRotation(ax, ay, az, gx, gy, gz); } } } private void GamePlay() { isGameStart = true; videoControl.PlayStartVideo(); videoControl.OnPlayFinished += JustGamePlayNoAnim; } private void JustGamePlayNoAnim() { videoControl.OnPlayFinished -= JustGamePlayNoAnim; isCanControlModel = true; brainTrans.gameObject.SetActive(true); } private void ControlModelRotate(Vector3 angleModify) { brainTrans.rotation = Quaternion.Euler(angleModify); } private void CalculateRotation(float ax, float ay, float az, float gx, float gy, float gz) { // 通过加速度计算姿态(俯仰角和滚转角) float roll = Mathf.Atan2(ay, az) * Mathf.Rad2Deg; // 滚转角 float pitch = Mathf.Atan2(-ax, Mathf.Sqrt(ay * ay + az * az)) * Mathf.Rad2Deg; // 俯仰角 // 计算角速度的变化(可以设定角速度的阈值或限制其过快变化) angleX += gx * dt; // 绕X轴旋转 angleY += gy * dt; // 绕Y轴旋转 angleZ -= gz * dt; // 绕Z轴旋转 // 使用互补滤波来平滑姿态估计 // 这里的系数决定了加速度和陀螺仪的权重,通常设置为0.98 float alpha = 0.98f; // 互补滤波的权重 float filteredPitch = alpha * (angleX) + (1 - alpha) * pitch; // 过滤后的俯仰角 float filteredRoll = alpha * (angleY) + (1 - alpha) * roll; // 过滤后的滚转角 switch (mapAxis) { case AxisArr.XYZ: brainTrans.rotation = Quaternion.Euler(new Vector3(filteredRoll, filteredPitch, angleZ)); break; case AxisArr.XZY: brainTrans.rotation = Quaternion.Euler(new Vector3(filteredRoll, angleZ, filteredPitch)); break; default: break; } } private Quaternion CalculateRotation(Quaternion rotation, float ax, float ay, float az, float gx, float gy, float gz) { // 假设你已经有初始四元数 Quaternion q = rotation; // 将角速度转换为四元数 Quaternion gyroQuat = new Quaternion(0, gx * dt, gy * dt, gz * dt); // 更新四元数:四元数乘积 q = q * gyroQuat; // 归一化四元数,防止数值误差积累 q.Normalize(); // 使用加速度计数据修正四元数 Quaternion accelQuat = new Quaternion(ax, ay, az, 0); q = Quaternion.Slerp(q, accelQuat, 0.01f); // 使用球形插值修正四元数 // 最终得到物体的旋转 return q; } private StringBuilder sb; private void Update() { if (isTestInput) { if (Input.GetKeyDown(KeyCode.Alpha1)) { OnReceivedMessage(startMsg); } if (Input.GetKey(KeyCode.Alpha2)) { float randomF() => Random.Range(0.0f, 1.0f); OnReceivedMessage($"{randomF()},{randomF()},{randomF()},{randomF()},{randomF()},{randomF()}"); } else if (Input.GetKeyDown(KeyCode.Alpha3)) { OnReceivedMessage(stopMsg); } else if (Input.GetKeyDown(KeyCode.F)) { videoControl.StopPlay(); JustGamePlayNoAnim(); } if (Input.GetKeyDown(KeyCode.Z)) { Debug.LogWarning("开始录制"); sb = new StringBuilder(); } if (Input.GetKeyDown(KeyCode.X)) { Debug.LogWarning($"录制结束! 参数:\n{sb}"); sb = null; } if (Input.GetKeyDown(KeyCode.C)) { print(sendMsgDataArr); SendAsync(); } } async void SendAsync() { var rows = sendMsgDataArr.Split("\r\n"); int index = 0; while (index < rows.Length) { var row = rows[index]; OnReceivedMessage(row); await Task.Delay(100); index++; } } if (videoControl.isPlaying || !isGameStart) return; if (Input.GetKeyDown(playMP4KeyCode) || Input.GetMouseButtonDown(0)) { if (videoControl.IsCanPlayMP4()) { videoControl.PlayMP4(); videoControl.OnPlayFinished += TryToPlayEndAnim; } } } private void TryToPlayEndAnim() { videoControl.OnPlayFinished -= TryToPlayEndAnim; if (videoControl.IsCanPlayMP4())// 播放到了最后一个视频, 自动播放End动画 return; brainTrans.gameObject.SetActive(false); videoControl.PlayEndVideo(); videoControl.OnPlayFinished += ResetToGameStart; } private void ResetToGameStart() { videoControl.OnPlayFinished -= ResetToGameStart; videoControl.ResetMP4Index(); isGameStart = false; } private string sendMsgDataArr = "0.03,0.00,0.83,-5.42,-3.05,-2.17\r\n0.07,-0.03,0.80,-4.53,-1.27,1.87\r\n0.04,-0.02,0.82,-7.34,-0.99,-1.26\r\n0.04,-0.02,0.82,-1.22,-3.95,3.66\r\n0.03,0.02,0.81,-6.32,-4.70,-3.34\r\n0.05,-0.03,0.82,-6.53,-2.40,-2.28\r\n0.05,-0.00,0.82,-6.65,-3.69,6.26\r\n0.04,-0.01,0.83,-4.22,-4.48,4.00\r\n0.07,-0.03,0.81,-5.82,-2.50,-5.01\r\n0.05,-0.01,0.82,-4.89,-2.97,-1.27\r\n0.04,0.01,0.82,-6.31,-2.71,0.60\r\n0.07,-0.02,0.81,-1.50,-1.15,-7.15\r\n0.04,0.01,0.82,-7.13,3.05,-15.97\r\n0.06,-0.03,0.81,-3.79,1.00,-45.29\r\n-0.03,-0.06,0.87,-6.42,0.47,-123.16\r\n-0.01,0.02,0.78,-10.50,4.44,-90.85\r\n0.06,-0.01,0.81,-6.31,7.85,-80.14\r\n0.05,-0.04,0.82,-14.08,-0.04,-110.42\r\n-0.08,-0.09,0.85,-11.08,-3.77,-86.89\r\n0.02,-0.01,0.82,-9.47,3.86,-72.44\r\n0.03,-0.05,0.82,-12.89,6.39,-133.51\r\n-0.00,-0.10,0.83,-27.43,2.75,-189.82\r\n0.03,-0.09,0.82,-14.63,7.84,-137.10\r\n0.09,-0.10,0.79,-19.21,9.53,-175.67\r\n0.02,-0.14,0.81,-13.94,3.36,-197.25\r\n0.03,-0.10,0.79,-23.36,2.68,-112.65\r\n0.03,-0.11,0.86,-9.88,12.50,-140.66\r\n0.01,-0.22,0.81,-12.49,12.49,-125.18\r\n0.09,-0.06,0.84,-9.07,11.02,-110.91\r\n-0.24,-0.09,0.77,-15.20,43.73,-75.92\r\n0.13,-0.10,0.80,-10.72,17.12,-129.89\r\n0.05,-0.14,0.80,-11.35,4.04,6.60\r\n0.03,-0.17,0.82,-5.33,-3.23,-9.43\r\n0.01,-0.18,0.79,-3.86,-2.73,0.50\r\n0.06,-0.12,0.85,-5.76,-0.42,-9.27\r\n0.07,-0.15,0.81,-4.90,-6.82,2.41\r\n0.04,-0.18,0.80,-3.12,-0.34,19.65\r\n0.06,-0.14,0.82,-4.18,-2.79,-7.72\r\n0.05,-0.14,0.80,-6.60,-2.23,-0.33"; } public enum AxisArr { XYZ, XZY, }