CN107833277A - A kind of Panoramic Warping scene edit methods based on unity3D - Google Patents
A kind of Panoramic Warping scene edit methods based on unity3D Download PDFInfo
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Abstract
The invention discloses a kind of Panoramic Warping scene edit methods based on unity3D, the functions such as this method provides self-defined scene, scene switching, self-defined scene route, scene are got ready, self-defined aerial view, and sufficient encapsulation is done to these functions, corresponding interface is externally provided, enable developer to be quickly developed based on unity3D scene walkthrough programs based on these interfaces, and be published on according to the selection of exploitation demand in major application platform.The interface that this method is provided facilitates developer's calling and secondary development, there is provided the new approaches of exploitation scene walkthrough program, and it is effectively improved development efficiency.
Description
Technical field
The invention belongs to virtual roaming technical field, more particularly to a kind of Panoramic Warping scene editor based on unity3D
A kind of method, there is provided give developer method of quick exploitation panoramic scene roaming procedure.
Background technology
With computer software and hardware rapid advances and virtual reality technology (virtual reality, abbreviation VR) it is fluffy
The exhibition of breaking out, the virtual roaming of complex scene is very powerful and exceedingly arrogant, in all trades and professions, especially building, tourism, medicine, Aero-Space, trip
Play etc. has broad application prospects.Using this technology, historical relic that people can view and admire in museum home-confinedly, viewing
Beautiful scenic spot, or even online experience is using new Advertisement for Multi-storey Buildings of this technology displaying etc., it is convenient and swift, comprehensively directly perceived.
Virtual reality technology is a kind of computer simulation system that can be created with the experiencing virtual world, and it utilizes computer
A kind of simulated environment is generated, is a kind of Multi-source Information Fusion, the system of interactive Three-Dimensional Dynamic what comes into a driver's and entity behavior imitates
Very, user is made to be immersed in the environment.It is an important directions of emulation technology, is emulation technology and a computer graphical scholar
The set of the multiple technologies such as machine interfacing multimedia technology sensing technology network technology, it is a challenging intersection skill
Art front subject and research field.
Virtual roaming, it is the important branch of virtual reality technology, it is more in building, tourism, game, Aero-Space, medical science etc.
Kind industry is developed by leaps and bounds and applied.Because it has feeling of immersion, interactivity and imagination so that continue to use fixed Roam Path
Other roaming technologies and system etc. means can not be by comparison.
Unity3D is to allow player easily to create such as 3 D video by one of Unity Technologies companies exploitation
The multi-platform comprehensive development of games instrument of the type interaction contents such as game, building visualization, realtime three dimensional animation, is one
The professional game engine integrated comprehensively.Unity is similar to Director, Blender game engine, Virtools or
Torque Game Builder etc. utilize the software that the patterning development environment of interaction is primary manner.Its editing machine operates in
Under Windows and Mac OS X, can issue game to Windows, Mac, Wii, iPhone, WebGL (needing HTML5),
Windows phone 8 and Android platform.Unity web player plug-in units publishing web page can also be utilized to play, supported
Mac and Windows web page browsing.Its web player is also supported by Mac.
Script can be write in unity3D using JavaScript, C# and Boo.C# intactly supports object-oriented,
In C#, all things on earth all classes, any one function or variable independently of class are not allow for.In unity, all behavior scripts
All must either directly or indirectly it inherit to MonoBehaviour classes.When using JavaScript, this inheritance will be certainly
Dynamic generation, but when writing script using C#, it is necessary to explicitly it is defined.C# in unity runs on Mono virtual machines, it
It is an open source software platform, based on the .NET Development Frameworks of Microsoft, Cross-border congestion management can be realized, therefore in unity
The function of unity engines in itself can be not only called using C#, moreover it is possible to the most of function of calling .NET platforms to provide.
Unity3D is inhaled with its powerful cross-platform characteristic, interactive graphics development environment and comprehensively complete function
Numerous developers is drawn.
The content of the invention
The shortcomings that it is a primary object of the present invention to overcome prior art and deficiency, there is provided a kind of based on the complete of unity3D
Scape roaming scence edit methods, the panoramic scene that unity3D can be quickly developed based on using this method developer are roamed
Program, and it is issued or is embedded into various platforms.
The purpose of the present invention is realized by following technical scheme:
A kind of Panoramic Warping scene edit methods based on unity3D, the functional interface based on encapsulation include:
(1) self-defined scene;
(2) scene switching (roaming);
(3) self-defined scene walkthrough route;
(4) the total aerial view of self-defined scene;
(5) scene is got ready;
When developing panoramic scene roaming procedure using this method, calling interface one by one is only needed, phase is put into according to interface instruction
The file answered, the point of required interaction is set, the panoramic scene roaming procedure with interaction focus can be automatically generated.
Preferably, unity model of the functional interface provided based on 4 parts:
(1) three-dimensional Cube object, the container as carrying panoramic pictures;
(2) three-dimensional Plane objects, the container as carrying global picture, i.e. birds-eye view;
(3) UI Canvas, for placing various UI controls;
(4) Camera, the visual field that simulation human eye is seen.
This 4 part cooperates, and realizes multiple functions;All source codes and interface of this method simultaneously, are all based on this
What four parts were write.
Preferably, the functional interface provided is based on following customized data structure:
A collectively regarded as Map, referred to as WalkMap;The specific scene of each is considered as a Node, is referred to as
MapNode;MapNode includes the sequence number Index of oneself and " neighbours " of oneself, i.e., scene adjacent thereto (MapNode)
Index;Can be with Interconnecting roam between " neighbours ".
Preferably, interface (1) self-defined scene includes procedure below:
According to foregoing unity models, it is specified that Cube 6 faces are respectively " all around up and down ";It is complete by one
Scape figure cuts into 6 cube piece figures, corresponds to Cube 6 faces respectively;Source code Walker Assets Resources
Each Node a set of figure is put into Image files, is deposited according to naming order per pictures;Between 6 same set of figures
Order is necessary for back-bottom-front-left-right-top, thus achieves and defines a scene.
Preferably, interface (2) scene walkthrough includes procedure below:
According to foregoing unity models, Camera is placed in Cube inside center point, realizes that viewing is current complete
Scape, that is, it is currently in some specific MapNode;Roaming, is to switch panoramic pictures in Cube;Click on the " preceding of Cube
During four faces in left and right afterwards ", the adjacency information of the MapNode will be detected, whether judgement has " neighbours " in this direction;If
Have, then switch panoramic pictures;Otherwise, it is as you were;
Realize transition effect during roaming, it is thus only necessary to shorten the Camera visual field, cause the visual effect of " going ahead ";
After reaching to a certain degree, moment switches to new panorama sketch;
In whole roam procedure, Camera is in Cube center all the time;Position does not occur for Cube and Camera
Movement.
Preferably, the self-defined scene walkthrough route of interface (3) includes procedure below:According to foregoing data structure,
By creating MapNode and specifying the neighbours of the MapNode, make MapNode interrelated, form an entirety;Definition
Adjacency information between MapNode, overall route is also defined, each scene is switched according to the route.
Preferably, the self-defined scene aerial view of interface (4) includes procedure below:According to foregoing unity models,
Global aerial view is sticked on Plane models, aerial view should be named as AirMapImage, be put into file Walker Assets
Resources in AirMapImage.
Preferably, interface (5) scene is got ready comprising procedure below:, can be at certain during according to foregoing establishment MapNode
A point is specified on picture simultaneously, while defines the response events after clicking on the point and (redirects third party's link or play and regard
Frequently);When scene roams into the scene, the point beaten can be shown in the form of certain, prompt user to click on.
The present invention compared with prior art, has the following advantages that and beneficial effect:
1st, directly provide and encapsulate the good, functional interface of A wide selection of colours and designs, facilitate developer to directly invoke and carry out two
Secondary exploitation.
2nd, the new approaches of exploitation scene walkthrough program are provided, are effectively improved development efficiency.
The 3rd, method that panoramic scene roaming procedure of the quick exploitation with interaction focus is provided.
Brief description of the drawings
Fig. 1 is the schematic flow sheet of the interface exploitation panoramic scene roaming procedure provided using embodiment method.
Fig. 2 is the unity basic model figures that embodiment method uses.
Fig. 3 is cube model surface abstract schematics.
Fig. 4 is plane model surface abstract schematics.
Embodiment
With reference to embodiment and accompanying drawing, the present invention is described in further detail, but embodiments of the present invention are unlimited
In this.
Embodiment 1
The interface or even all source codes that the inventive method provides all are write using C#.
A kind of Panoramic Warping scene edit methods based on unity3D, based on self-defined scene, scene switching, it is self-defined
Functional interface, these functional interfaces such as scene route, scene are got ready, self-defined aerial view have done good encapsulation.
The total interface that the present embodiment is related to is based on following 4 unity models:
(1) three-dimensional Cube object, the container as carrying panoramic pictures;
(2) three-dimensional Plane objects, the container as carrying global picture (i.e. birds-eye view);
(3) UI Canvas, for placing various UI controls, such as Button and Video Player.
(4) Camera, the visual field that simulation human eye is seen.
This 4 part cooperates, and realizes all interface functions.All source codes and interface of this method simultaneously, it is
Write based on this 4 part.
In addition, in panoramic scene roaming procedure, following data structure is defined:
(1) each scene is a node, referred to as MapNode, wherein the index comprising the node and adjacent letter
Breath.
(2) all scenes form a map, referred to as WalkMap, wherein storing all MapNode information.
(3) point beaten in some scene (node) is referred to as Dot, and coordinate information, tag and the point of the point are included in Dot
Hit response events.
The functional interface that this method provides, concrete methods of realizing are:
Interface 1 --- self-defined scene:
Based on the above-mentioned unity models being previously mentioned, it is specified that Cube 6 faces are respectively " all around up and down ".By one
Panorama sketch cuts into 6 cube piece figures, corresponds to Cube 6 faces respectively.
Source code Walker Assets Resources each Node a set of figure (6) is put into Image files,
Deposited according to naming order per pictures.Back-bottom-front-left- is sequentially necessary between 6 same set of figures
right-top.Thus achieve and define a scene.
Interface 2 --- scene walkthrough:
Based on above-mentioned unity models, Camera is placed in Cube inside center point, viewing current panorama is realized, that is, works as
It is preceding to be in some specific MapNode.Switch panoramic pictures in Cube to realize roaming.Click on a Cube " front and rear left side
During four faces in the right side ", the adjacency information of the MapNode will be detected, whether judgement has " neighbours " in this direction.If so,
Then switch panoramic pictures;Otherwise, it is as you were.
Realize transition effect during roaming, it is thus only necessary to shorten the Camera visual field, cause the visual effect of " going ahead ".
After reaching to a certain degree, moment switches to new panorama sketch.
In whole roam procedure, Camera is in Cube center all the time.Position does not occur for Cube and Camera
Movement.
Interface 3 --- self-defined scene walkthrough route:
Based on above-described data structure, by creating MapNode and specifying the neighbours of the MapNode, make
MapNode is interrelated, forms an entirety.The adjacency information between MapNode is defined, also defines overall route
(Map) each scene, is enable to switch according to the route.
Interface 4 --- self-defined scene aerial view:
According to above-mentioned unity models, global aerial view is sticked on Plane models, aerial view should be named as
AirMapImage, be put into file Walker Assets Resources in AirMapImage.
Camera is moved on to Plane surface from Cube center, you can realize that the overall situation is scanned;By Camera from
Cube centers are moved on to directly over Plane, while switch Cube textures, you can realize cutting from global visual angle to concrete scene
Change.
Interface 5 --- it is self-defined to get ready:
When creating MapNode, a point can be specified on the picture of certain one side, while defines the response thing after clicking on the point
Part (redirects third party's link or plays video).
Get that to make marks not be to be carried out directly on picture ready, but carried out on Cube 6 faces.The mark letter got ready
Breath is recorded in node M apNode.The length of side for defining Cube is 100, and the coordinate of geometric center is (0,0,0);Plane side
A length of 400, the coordinate of geometric center is (0,51,0).When getting ready, it is only necessary to determine " being got ready in which plane " and " at this
(x, y) place of individual two dimensional surface is got ready ".(x, y) represents the coordinate in this plane.
After getting ready, when scene roams into the scene, the point beaten can be shown in the form of certain, prompt user can
Click on.
When mouse is clicked on, direction divergent-ray from Camera to mouse that clicked on from, ray can detect the thing of collision
Body.Whether be achieved in detection click is beaten point.Each object adds a Tag in advance.After colliding, according to
Different Tag responds different events.
Response events interface after definition is clicked on is provided simultaneously, if necessary to open browser after clicking on, jumped to specific
Webpage, only need named web page Url, call function Application.OpenURL ().If necessary to play certain after clicking on
Video, then designated Url, creates VideoPlayer controls, you can realizes online viewing video.
Embodiment 2
As shown in the flow chart of figure one, when developing panoramic scene roaming procedure using this method, calling interface one by one is only needed, according to
Corresponding file is put into according to interface instruction, the point of required interaction is set, the panoramic fields with interaction focus can be automatically generated
Scape roaming procedure.
The detailed embodiment of the self-defined scene of step 1 is as follows:
In whole program how many scene need roamed, just must project folder Walker Assets
Resources the picture of each scene is put into Image in advance, so that program loads.Program can operationally real-time loading text
Picture in part folder.Each Node a set of figure (6) is put into file, is deposited according to naming order per pictures.Together
Back-bottom-front-left-right-top is sequentially necessary between one Node 6 figures, program could normally add
Carry scene picture.
The detailed embodiment of the self-defined roaming route of step 2 is as follows:
In Creator.cs scripts self-defined Map is created in createWalkMap () method.Creation method may be referred to
GetExampleInstance () method in WalkMap.cs scripts.If define 6 node, it is meant that this, which is one, there are 6
The map of scene, each node have an index, and respectively 0~5.Then " neighbours " information is added for each node.For example,
Node0 left direction can reach node5, and node0 right direction can reach node4, and rear is to can reach node1, etc..
The node of establishment is added on Map, is associated.Route can be defined from four direction, be respectively:
Common.Direction.Left、Common.Direction.Right、Common.Direction.Front、
Common.Direction.Back。
The detailed embodiment of the self-defined birds-eye view of step 3 is as follows:
As scene picture, birds-eye view should be named as AirMapImage, be put into project folder Walker in advance
Assets Resources being capable of normal load in AirMapImage, during to be switched to global visual angle.
The detailed embodiment that step 4 gets mark ready is as follows:
When creating MapNode, it can be added simultaneously in each MapNode as needed and get mark ready.Creation method
It may be referred to getExampleInstance () method in WalkMap.cs scripts.The point to be beaten is inputted first on picture
The tag of coordinate and this point creates Dot.It is follow-up to need to make different response events according to this tag.Then by Dot with
MapNode is associated:Dot needs to associate with MapNode 6 faces, with this determination Dot in the position of three dimensions.Can be six
Got ready on individual face, be respectively:Common.Surface.Left、Common.Surface.Right、
Common.Surface.Front、Common.Surface.Back。
The detailed embodiment that step 5 defines click response events is as follows:
Response events are clicked in definition.According to the tag for the point beaten in Callback.cs, different click response things is added
Part.Video link can modify in Common.cs.If necessary to open browser after clicking on, particular webpage is jumped to, only
Need named web page Url, call function Application.OpenURL ().If necessary to play certain video after clicking on, then
Designated Url, create VideoPlayer controls, you can realize online viewing video.
After implementing this five steps, a Panoramic Warping program that is complete, smooth, having interaction focus can tentatively be in
Reveal and.Repeat this five steps in it is one or several continue improve and optimize program.
Above-described embodiment is the preferable embodiment of the present invention, but embodiments of the present invention are not by above-described embodiment
Limitation, other any Spirit Essences without departing from the present invention with made under principle change, modification, replacement, combine, simplification,
Equivalent substitute mode is should be, is included within protection scope of the present invention.
Claims (10)
1. a kind of Panoramic Warping scene edit methods based on unity3D, it is characterised in that including following functions interface:
(1) self-defined scene;
(2) scene walkthrough;
(3) self-defined scene walkthrough route;
(4) the total aerial view of self-defined scene;
(5) scene is got ready;
When developing panoramic scene roaming procedure using this method, calling interface one by one is only needed, is put into according to interface instruction corresponding
File, the point of required interaction is set, the panoramic scene roaming procedure with interaction focus can be automatically generated.
2. the Panoramic Warping scene edit methods according to claim 1 based on unity3D, it is characterised in that provided
Unity model of the functional interface based on 4 parts:
(1) three-dimensional Cube object, the container as carrying panoramic pictures;
(2) three-dimensional Plane objects, the container as carrying global picture, i.e. birds-eye view;
(3) UI Canvas, for placing various UI controls;
(4) Camera, the visual field that simulation human eye is seen;
This 4 part cooperates, and realizes multiple functions;All source codes and interface of this method simultaneously, are all based on this four
What lacing was write.
3. the Panoramic Warping scene edit methods according to claim 1 based on unity3D, it is characterised in that provided
Functional interface be based on following customized data structure:
A collectively regarded as Map, referred to as WalkMap;The specific scene of each is considered as a Node, is referred to as
MapNode;MapNode includes the sequence number Index of oneself and the neighbours of oneself, i.e., scene MapNode's adjacent thereto
Index;Can be with Interconnecting roam between neighbours.
4. the Panoramic Warping scene edit methods according to claim 2 based on unity3D, it is characterised in that interface (1)
Self-defined scene includes procedure below:According to unity models, it is specified that Cube 6 faces are respectively upper and lower all around;By one
Panorama sketch cuts into 6 cube piece figures, corresponds to Cube 6 faces respectively;
Source code Walker Assets Resources each Node totally 6, a set of figure is put into Image files, according to
Naming order storage is per pictures;Back-bottom-front-left-right- is sequentially necessary between 6 same set of figures
top;Thus achieve and define a scene.
5. the Panoramic Warping scene edit methods according to claim 2 based on unity3D, it is characterised in that interface (2)
Scene walkthrough includes procedure below:According to unity models, Camera is placed in Cube inside center point, realizes that viewing is current
Panorama, that is, it is currently in some specific MapNode;Roaming, is to switch panoramic pictures in Cube;Before clicking on Cube
Afterwards during four faces in left and right, the adjacency information of the MapNode will be detected, whether judgement there are neighbours in this direction;If so,
Then switch panoramic pictures;Otherwise, it is as you were;
Realize transition effect during roaming, it is thus only necessary to shorten the Camera visual field, cause the visual effect gone ahead;Reach one
After determining degree, moment switches to new panorama sketch;
In whole roam procedure, Camera is in Cube center all the time;Cube and Camera does not have the shifting that position occurs
It is dynamic.
6. the Panoramic Warping scene edit methods according to claim 3 based on unity3D, it is characterised in that interface (3)
Self-defined scene walkthrough route includes procedure below:According to described data structure, it is somebody's turn to do by creating MapNode and specifying
MapNode neighbours, make MapNode interrelated, form an entirety;The adjacency information between MapNode is defined, it is also just fixed
The overall route of justice, enables each scene to switch according to the route.
7. the Panoramic Warping scene edit methods based on unity3D according to claims 2, it is characterised in that interface
(4) self-defined scene aerial view includes procedure below:According to unity models, global aerial view is sticked on Plane models, is bowed
Figure of looking down from a height should be named as AirMapImage, be put into file Walker Assets Resources in AirMapImage.
8. the Panoramic Warping scene edit methods based on unity3D according to claims 6, it is characterised in that interface
(5) scene is got ready comprising procedure below:When creating MapNode, a point, while defining point can be specified on the picture of certain one side
The response events hit after the point;When scene roams into the scene, the point beaten can be shown in the form of certain, prompt user can
Click on.
9. the Panoramic Warping scene edit methods according to claim 8 based on unity3D, it is characterised in that create
During MapNode, a point can be specified on the picture of certain one side, while the response events defined after clicking on the point are:Redirect
Tripartite links or played video.
10. according to one of the claim 1-9 Panoramic Warping scene edit methods based on unity3D, it is characterised in that exploitation
During panoramic scene roaming procedure, comprise the following steps:
The detailed embodiment of the self-defined scene of step 1 is as follows:
In whole program how many scene need roamed, just must project folder Walker Assets
Resources the picture of each scene is put into Image in advance, so that program loads;Program can operationally real-time loading text
Picture in part folder;Each Node a set of figure is put into file, is deposited according to naming order per pictures;It is same
Back-bottom-front-left-right-top is sequentially necessary between Node 6 figures, program could normal load field
Scape picture;
The detailed embodiment of the self-defined roaming route of step 2 is as follows:
In Creator.cs scripts self-defined Map is created in createWalkMap () method;Creation method may be referred to
GetExampleInstance () method in WalkMap.cs scripts;If define 6 node, it is meant that this, which is one, there are 6
The map of scene, each node have an index, and respectively 0~5;Then neighbor information is added for each node;For example,
Node0 left direction can reach node5, and node0 right direction can reach node4, and rear is to can reach node1;Will wound
The node built is added on Map, is associated;Route can be defined from four direction, be respectively:
Common.Direction.Left、Common.Direction.Right、Common.Direction.Front、
Common.Direction.Back;
The detailed embodiment of the self-defined birds-eye view of step 3 is as follows:
As scene picture, birds-eye view should be named as AirMapImage, be put into project folder Walker Assets in advance
Resources being capable of normal load in AirMapImage, during to be switched to global visual angle;
The detailed embodiment that step 4 gets mark ready is as follows:
When creating MapNode, it can be added simultaneously in each MapNode as needed and get mark ready;Creation method can be with
With reference to getExampleInstance () method in WalkMap.cs scripts;Coordinate of the point to be beaten on picture is inputted first
And the tag of this point creates Dot;It is follow-up to need to make different response events according to this tag;Then by Dot with
MapNode is associated:Dot needs to associate with MapNode 6 faces, with this determination Dot in the position of three dimensions;Can be six
Got ready on individual face, be respectively:Common.Surface.Left、Common.Surface.Right、
Common.Surface.Front、Common.Surface.Back;
The detailed embodiment that step 5 defines click response events is as follows:
Response events are clicked in definition, according to the tag for the point beaten in Callback.cs, add different click response events;Depending on
Frequency link can modify in Common.cs;If necessary to open browser after clicking on, particular webpage is jumped to, only needs to refer to
Determine webpage Url, call function Application.OpenURL ();If necessary to play certain video after clicking on, then specify
Video Url, create VideoPlayer controls, you can realize online viewing video;
After implementing this five steps, a Panoramic Warping program that is complete, smooth, having interaction focus can tentatively show
Come;One or more of this five steps are repeated to continue to improve and optimize program.
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