Unity_AR_Vuforia模型抖动问题解决方案

参过的一篇本章:https://blog.csdn.net/an050602/article/details/69597746

实时判断模型的位置和角度  忽略小的变化  大的变化就差值来赋值

将下列脚本加在游戏物体上

  protected override void Update()
        {
            base.Update();
            float myrx = 0;
            myrx = this.transform.localEulerAngles.x;
            while (myrx >= 360)//为了让判断条件时方便,强制把所有不在1~270以内的数字,转换为-270~270
            {
                myrx -= 360;
            }
            while (myrx <= -360)
            {
                myrx += 360;
            }
            while (myrx > 270 && 360 - myrx >= 0)
                myrx = -(360 - myrx);
            float myry = 0;
            myry = this.transform.localEulerAngles.y;
            while (myry >= 360)
            {
                myry -= 360;
            }
            while (myry <= -360)
            {
                myry += 360;
            }
        
            while (myry > 270 && 360 - myry >= 0)
                myry = -(360 - myry);
 
            float myrz = 0;
            myrz = this.transform.localEulerAngles.z;
            while (myrz >= 360)
            {
                myrz -= 360;
            }
 
            while (myrz <= -360)
            {
                myrz += 360;
            }
 
            while (myrz > 270 && 360 - myrz >= 0)
                myrz = -(360 - myrz);
               //关键,当模型抖动超过一定范围时,不修正模型的坐标角度,记录坐标和角度
               if (((Math.Abs(this.transform.position.x - lastX) > 0.06 || Math.Abs(this.transform.position.y - lastY) > 0.06 || Math.Abs(this.transform.position.z - lastZ) > 0.06)&&
            (Math.Abs(this.transform.position.x - lastX) > 0.13 || Math.Abs(this.transform.position.y - lastY) > 0.13 || Math.Abs(this.transform.position.z - lastZ) > 0.13))||
            ( (Math.Abs(myrx - lastRX) > 3 &&Math.Abs(myry - lastRY) >3 &&Math.Abs(myrz - lastRZ) > 3)&& (Math.Abs(myrx - lastRX) > 6 || Math.Abs(myry - lastRY) > 6 || Math.Abs(myrz - lastRZ) > 6))
                {
                    lastX = this.transform.position.x;
                    lastY = this.transform.position.y;
                    lastZ = this.transform.position.z;
                    lastRX = myrx;
                    lastRY = myry;
                    lastRZ = myrz;
                this.transform.rotation = Quaternion.Euler(lastRX, lastRY, lastRZ);
                this.transform.position = new Vector3(lastX, lastY, lastZ);
                }
                else//模型抖动范围过小时,修正模型坐标为上一次正确的坐标
                {
             
                    this.transform.rotation = Quaternion.Euler(lastRX, lastRY, lastRZ);
                    this.transform.position = new Vector3(lastX, lastY, lastZ);
                }
           
        }

 

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