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7
Assets/Projects/LanZhou/Doc开发文档/~$矿井通风脚本.xlsx.meta
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Assets/Projects/LanZhou/Doc开发文档/矿井通风脚本.xlsx
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7
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8
Assets/Projects/LanZhou/Scripts.meta
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217
Assets/Projects/LanZhou/Scripts/ZhanShiCameraMove.cs
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|
||||
using UnityEngine;
|
||||
public class ZhanShiCameraMove : MonoBehaviour
|
||||
|
||||
{
|
||||
|
||||
|
||||
[Header("旋转角度x,y缩放距离distance")] public float x, y, distance;
|
||||
[Header("X角度设置")] public float minYangle;
|
||||
public float maxYangle;
|
||||
[Header("缩放的最小距离")] public float distanceMin;
|
||||
|
||||
[Header("缩放的最大距离")] public float distanceMax;
|
||||
|
||||
[Header("需要注视的物体")] public Transform target;
|
||||
public static ZhanShiCameraMove instance;
|
||||
|
||||
[Header("缩放的速度")] public float scrollSpeed;
|
||||
|
||||
[Header("旋转的速度")] public float rotSpeed;
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
||||
private void Start()
|
||||
|
||||
{
|
||||
//初始化最开始位置
|
||||
instance = this;
|
||||
// transform.LookAt(target);
|
||||
isAutoRotate = false;
|
||||
if (isAutoRotate) {
|
||||
|
||||
Invoke("SetBool", 2f);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 初始状态,延时两秒设置这个参数
|
||||
/// </summary>
|
||||
void SetBool()
|
||||
{
|
||||
|
||||
isAutoRotate = true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 更新一下参数
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="distance"></param>
|
||||
public void SetData(float x,float y,float distance)
|
||||
{
|
||||
|
||||
isAutoRotate = false;
|
||||
|
||||
//目标物体旋转置空
|
||||
|
||||
target.transform.rotation=new Quaternion( 0,0,0,0);
|
||||
|
||||
//相机参数设置
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.distance = distance;
|
||||
|
||||
|
||||
//根绝X,Y移动量计算旋转量
|
||||
this.y = Mathf.Clamp( this.y, minYangle,maxYangle);
|
||||
Quaternion rot = Quaternion.Euler( this.y, this.x, 0);
|
||||
transform.rotation = rot;
|
||||
//对距离进行区间运算,保证距离在最大和最小之间
|
||||
|
||||
this.distance = Mathf.Clamp( this.distance, distanceMin, distanceMax);
|
||||
|
||||
//根据距离值计算摄像机的位置
|
||||
|
||||
Vector3 pos = rot * new Vector3(0, 0, - this.distance) + target.position;
|
||||
|
||||
//更改摄像机位置为计算的值
|
||||
|
||||
transform.position = pos;
|
||||
|
||||
|
||||
//延时旋转2秒后
|
||||
target.transform.localEulerAngles = Vector3.zero;
|
||||
Invoke("SetBool",2f);
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
||||
private void Update()
|
||||
|
||||
{ if (isAutoRotate && !Input.GetMouseButton(1))
|
||||
{
|
||||
// Debug.Log("测试到鼠标左键没按下");
|
||||
|
||||
RotateModelContinuously(); // 持续旋转模型
|
||||
|
||||
} // 如果鼠标左键没按下
|
||||
else
|
||||
{
|
||||
//target.transform.rotation = Quaternion.identity;
|
||||
|
||||
Drag();
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (Input.GetAxis("Mouse ScrollWheel") != 0)
|
||||
|
||||
{
|
||||
//根据滚轮的值计算距离
|
||||
|
||||
distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
|
||||
}
|
||||
|
||||
|
||||
//对距离进行区间运算,保证距离在最大和最小之间
|
||||
|
||||
distance = Mathf.Clamp(distance, distanceMin, distanceMax);
|
||||
|
||||
//根据距离值计算摄像机的位置
|
||||
|
||||
Vector3 pos = transform.rotation * new Vector3(0, 0, -distance) + target.position;
|
||||
|
||||
//更改摄像机位置为计算的值
|
||||
|
||||
transform.position = pos;
|
||||
|
||||
|
||||
}
|
||||
void RotateModelContinuously()
|
||||
{
|
||||
if (!isAutoRotatePivot)
|
||||
|
||||
target.transform.Rotate(autoRotateDirection, autoRotationSpeed * Time.deltaTime*speed, Space.World);
|
||||
else
|
||||
{
|
||||
var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime*speed;
|
||||
// 根据模型当前朝向构造一个围绕轴旋转的四元数
|
||||
Quaternion deltaRotation = Quaternion.Euler(rotateEuler);
|
||||
// 将新的旋转应用到模型
|
||||
target.transform.rotation *= deltaRotation;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Drag()
|
||||
{
|
||||
if (Input.GetMouseButton(1))
|
||||
|
||||
{
|
||||
|
||||
|
||||
//获取鼠标X轴移动量
|
||||
|
||||
x = x + Input.GetAxis("Mouse X") * rotSpeed;
|
||||
|
||||
//获取鼠标Y轴移动量
|
||||
|
||||
y = y - Input.GetAxis("Mouse Y") * rotSpeed;
|
||||
|
||||
|
||||
|
||||
|
||||
//如果滚轮发生滚动
|
||||
|
||||
|
||||
}
|
||||
//根绝X,Y移动量计算旋转量
|
||||
y = Mathf.Clamp(y, minYangle,maxYangle);
|
||||
Quaternion rot = Quaternion.Euler(y, x, 0);
|
||||
|
||||
//根据计算的旋转量旋转计算机
|
||||
|
||||
transform.rotation = rot;
|
||||
|
||||
|
||||
if (Input.GetAxis("Mouse ScrollWheel") != 0)
|
||||
|
||||
{
|
||||
//根据滚轮的值计算距离
|
||||
|
||||
distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
|
||||
}
|
||||
|
||||
|
||||
//对距离进行区间运算,保证距离在最大和最小之间
|
||||
|
||||
distance = Mathf.Clamp(distance, distanceMin, distanceMax);
|
||||
|
||||
//根据距离值计算摄像机的位置
|
||||
|
||||
Vector3 pos = rot * new Vector3(0, 0, -distance) + target.position;
|
||||
|
||||
//更改摄像机位置为计算的值
|
||||
|
||||
transform.position = pos;
|
||||
}
|
||||
|
||||
[SerializeField][Header("是否自动旋转")]
|
||||
private bool isAutoRotate;
|
||||
[SerializeField] [Header("是否按照自身坐标系轴自动旋转")]
|
||||
private bool isAutoRotatePivot;
|
||||
[SerializeField][Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
|
||||
private Vector3 autoRotateDirection;
|
||||
[SerializeField][Header("自动旋转速度")]
|
||||
private float autoRotationSpeed = 5;
|
||||
[SerializeField][Header("速度")]
|
||||
private float speed=5f;
|
||||
}
|
||||
11
Assets/Projects/LanZhou/Scripts/ZhanShiCameraMove.cs.meta
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@ -0,0 +1,11 @@
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serializedVersion: 2
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defaultReferences: []
|
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8
Assets/Render/Environment.meta
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8
Assets/Render/Environment/Shaders.meta
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183
Assets/Render/Environment/Shaders/PHColor.hlsl
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|
||||
#ifndef UNITY_PBRTool
|
||||
#define UNITY_PBRTool
|
||||
|
||||
#define UNITY_PI 3.14159265359f
|
||||
#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //开启接受阴影
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE//使用TransformWorldToShadowCoord
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS//使用AdditionalLightRealtimeShadow计算add光源阴影
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS//精度?不确定
|
||||
#pragma multi_compile _ _SHADOWS_SOFT
|
||||
//世界空间下的各个方向数据,且都归一化
|
||||
struct WDirData
|
||||
{
|
||||
float3 ViewDir;
|
||||
float3 LightDir;
|
||||
float3 HDir;
|
||||
float3 NDir;
|
||||
float NdV;
|
||||
float NdH;
|
||||
float NdL;
|
||||
};
|
||||
|
||||
WDirData GetDirData(float3 wpos,float3 wnormal)
|
||||
{
|
||||
WDirData w;
|
||||
w.LightDir=normalize(_MainLightPosition.xyz);
|
||||
w.NDir=wnormal;
|
||||
w.ViewDir=normalize(_WorldSpaceCameraPos.xyz-wpos.xyz);
|
||||
w.HDir=normalize(w.LightDir+w.ViewDir);
|
||||
w.NdL=saturate(dot(w.NDir,w.LightDir));
|
||||
w.NdH=saturate(dot(w.NDir,w.HDir));
|
||||
w.NdV=saturate(dot(w.NDir,w.ViewDir));
|
||||
}
|
||||
//绕轴旋转,这个轴指物体坐标系下
|
||||
float3 RotateAboutAxis_Radians(float3 In, float3 Axis, float Rotation)
|
||||
{
|
||||
float s = sin(Rotation);
|
||||
float c = cos(Rotation);
|
||||
float one_minus_c = 1.0 - c;
|
||||
|
||||
Axis = normalize(Axis);
|
||||
float3x3 rot_mat =
|
||||
{ one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s,
|
||||
one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s,
|
||||
one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c
|
||||
};
|
||||
return mul(rot_mat, In);
|
||||
}
|
||||
//CatmullRom曲线拟合,曲线会经过所有给定的点,需要多创建头尾各一个点,得到p1和p2之间拟合的点
|
||||
float3 CatmullRomPoint(float3 p0, float3 p1, float3 p2, float3 p3, float t)
|
||||
{
|
||||
return p1 + (0.5f * (p2 - p0) * t) + 0.5f * (2 * p0 - 5 * p1 + 4 * p2 - p3) * t * t +
|
||||
0.5f * (-p0 + 3 * p1 - 3 * p2 + p3) * t * t * t;
|
||||
}
|
||||
//重映射,把t1~t2范围映射到s1~s2
|
||||
float Remap(float x, float t1, float t2, float s1, float s2)
|
||||
{
|
||||
return (s2 - s1) / (t2 - t1) * (x - t1) + s1;
|
||||
}
|
||||
//菲尼尔
|
||||
float Fresnel(WDirData dir_data,float pValue,float sValue)
|
||||
{
|
||||
float f=max(dot(dir_data.NDir,dir_data.ViewDir),0);
|
||||
return pow(1-f,pValue)*sValue;
|
||||
}
|
||||
|
||||
//获取F0
|
||||
float3 GetF0(float3 albedo,float Metallic)
|
||||
{
|
||||
return lerp(unity_ColorSpaceDielectricSpec.rgb, albedo, Metallic);
|
||||
}
|
||||
/* 【D项法线分部函数】公式:
|
||||
* α * α
|
||||
* D = -----------------------------------------------
|
||||
* π* (pow((pow(nh, 2) * (α * α - 1) + 1), 2))
|
||||
*/
|
||||
float D_(float nh,float roughness)
|
||||
{
|
||||
float lerpSquareRoughness = pow(lerp(0.002, 1, roughness), 2);
|
||||
// D值是高光亮斑效果的来源。
|
||||
float D = lerpSquareRoughness / (pow((pow(nh, 2) * (lerpSquareRoughness - 1) + 1), 2) * UNITY_PI);
|
||||
return D;
|
||||
}
|
||||
|
||||
/* 【G项几何遮蔽】公式:
|
||||
* dot(n, l) dot(n, v)
|
||||
* G = --------------------- * ---------------------
|
||||
* lerp(dot(n, l), 1, k) lerp(dot(n, v), 1, k)
|
||||
*
|
||||
* pow((α + 1), 2)
|
||||
* k = ----------------
|
||||
* 8
|
||||
*/
|
||||
float G_(float nl,float nv,float roughness)
|
||||
{
|
||||
float kInDirectLight = pow(roughness + 1, 2) / 8;// 直接光的 k 系数
|
||||
float GLeft = nl / lerp(nl, 1, kInDirectLight);
|
||||
float GRight = nv / lerp(nv, 1, kInDirectLight);
|
||||
float G = GLeft * GRight;
|
||||
return G;
|
||||
}
|
||||
inline half Pow5 (half x)
|
||||
{
|
||||
return x*x * x*x * x;
|
||||
}
|
||||
inline half3 FresnelLerp (half3 F0, half3 F90, half cosA)
|
||||
{
|
||||
half t = Pow5 (1 - cosA); // ala Schlick interpoliation
|
||||
return lerp (F0, F90, t);
|
||||
}
|
||||
//PBR间接光的菲尼尔
|
||||
float3 IndirectFresnel(float nv, float3 F0, float roughness)
|
||||
{
|
||||
return F0 + (max(float3(1.0 - roughness, 1.0 - roughness, 1.0 - roughness), F0) - F0) * pow(1.0 - nv, 5.0);
|
||||
}
|
||||
//PBR直接光的菲尼尔
|
||||
float3 DirectFresnel(float3 F0,float vh)
|
||||
{
|
||||
//因为要在微观计算所以这里的法线要使用D项计算后的H作为法线
|
||||
return F0 + (1 - F0) * exp2((-5.55473 * vh - 6.98316) * vh);
|
||||
}
|
||||
//float3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, Albedo, _Metallic);
|
||||
//直接光高光
|
||||
float3 DirectSpecular(float3 F0,float3 lightColor,float roughness,float vh ,float nv,float nl,float nh)
|
||||
{
|
||||
float3 F =DirectFresnel(F0,vh);
|
||||
float D=D_(nh,roughness);
|
||||
float G=G_(nl,nv,roughness);
|
||||
float3 specularResult = (D * G * F * 0.25) / (nv * nl);
|
||||
//高光也要乘上ndl防止背面漏光同时更加物理
|
||||
float3 specColor = specularResult * lightColor * nl * UNITY_PI;
|
||||
return specColor;
|
||||
}
|
||||
//直接光漫反射
|
||||
float3 DirectDiff(float3 Albedo,float3 lightColor,float _Metallic,float F ,float3 nl)
|
||||
{
|
||||
float kd = (1.0 - F) * (1.0 - _Metallic);
|
||||
return kd*Albedo * lightColor * nl;
|
||||
}
|
||||
//间接光高光
|
||||
float3 IndirectSpecular(float perceptualRoughness,float3 viewDirWS,float3 normalWS,float roughness,float _Smoothness,float3 F0,float nv,float _Metallic)
|
||||
{
|
||||
|
||||
float mip_roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
|
||||
// 计算 cube的反射方向。
|
||||
float3 reflectVec = reflect(-viewDirWS, normalWS);
|
||||
// 计算 cube 的 mip 等级。
|
||||
half mip = mip_roughness * UNITY_SPECCUBE_LOD_STEPS;
|
||||
// 采样纹理数据
|
||||
half4 rgbm = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0,samplerunity_SpecCube0,reflectVec, mip);
|
||||
float3 iblSpecular = DecodeHDREnvironment(rgbm, unity_SpecCube0_HDR);
|
||||
//越粗糙间接高光越小
|
||||
float surfaceReduction = 1.0 / (roughness * roughness + 1.0); //Liner空间
|
||||
|
||||
|
||||
|
||||
float oneMinusReflectivity = unity_ColorSpaceDielectricSpec.a-_Metallic*unity_ColorSpaceDielectricSpec.a;
|
||||
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float3 Flast = IndirectFresnel(max(nv, 0.0), F0, roughness);
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float kdLast = (1 - Flast) * (1 - _Metallic);
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After Width: | Height: | Size: 38 KiB |
BIN
Data/Image/JiaoXue.png
Normal file
|
After Width: | Height: | Size: 38 KiB |
BIN
Data/Image/JiaoXue1.png
Normal file
|
After Width: | Height: | Size: 94 KiB |
BIN
Data/Image/KaoHe.png
Normal file
|
After Width: | Height: | Size: 40 KiB |
BIN
Data/Image/KaoHe1.png
Normal file
|
After Width: | Height: | Size: 97 KiB |
BIN
Data/Image/SheYingQiCaiRenZhi.png
Normal file
|
After Width: | Height: | Size: 43 KiB |
BIN
Data/Image/ShiXun.png
Normal file
|
After Width: | Height: | Size: 42 KiB |
BIN
Data/Image/ShiXun1.png
Normal file
|
After Width: | Height: | Size: 97 KiB |
BIN
Data/Image/ShiYanLiLunRenZhi.png
Normal file
|
After Width: | Height: | Size: 38 KiB |
224
Data/Xml/01_HuaGongZhuangZhi.xml
Normal file
@ -0,0 +1,224 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Module>
|
||||
<Scene>01_HuaGongZhuangZhi</Scene>
|
||||
<Type>All</Type>
|
||||
<Name>测风仪器认知</Name>
|
||||
<Icon>JiaoXue.png</Icon>
|
||||
|
||||
|
||||
<FSM name="状态机1">
|
||||
<State name="初始状态">
|
||||
<Enter>
|
||||
<Action type="Parallel">
|
||||
<Action type="Show" value="FlyCamera" isShow="false" ></Action>
|
||||
<Action type="UIBackPack" devices="白板笔,多参数气体测定器,风扇湿度计,机械风表,机械秒表,空盒气压表,矿用温度计,米尺,补光灯,手册,瓦斯探仗,圆珠笔"
|
||||
random="false"
|
||||
scrollSpeed="25" position="left"
|
||||
></Action>
|
||||
|
||||
<!--<Action type="Show" value="FlyCamera" isShow="false" ></Action>
|
||||
<Action type="Move" value="FlyCamera" to="0.0845993,1.371632,2.146553" time="0"></Action>
|
||||
<Action type="Rotate" value="FlyCamera" to="21.66745,356.097,-5.741785E-08" time="0"></Action>
|
||||
<Action type="UIBackPack" devices="三脚架,单反,摄像机,绿幕,补光灯"
|
||||
random="false"
|
||||
scrollSpeed="25" position="left"
|
||||
></Action>
|
||||
|
||||
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="StrEvent" name="HighLightTrigger" value="true"></Action>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="true" ></Action>
|
||||
<Action type="TextWindow" title="三脚架" value="三脚架是一种用于稳定支撑相机、摄像机等设备的支撑工具,在摄影、摄像及其他相关领域中具有重要作用。在长时间曝光拍摄夜景、星轨、流水等场景时,能防止相机抖动,确保照片清晰锐利,避免因手抖导致的画面模糊。" position="right" scrollSpeed="25"/>
|
||||
|
||||
<Action type="Show" value="FlyCamera" isShow="true" ></Action>-->
|
||||
</Action>
|
||||
</Enter>
|
||||
|
||||
|
||||
|
||||
</State>
|
||||
|
||||
<Device>
|
||||
<Name>白板笔</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_baibangbi</Path>
|
||||
<Tip>白板笔.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>多参数气体测定器</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_chedingqi</Path>
|
||||
<Tip>多参数气体测定器.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>风扇湿度计</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_fenshanwenduji</Path>
|
||||
<Tip>风扇湿度计.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>机械风表</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_Jjixiefengbiao</Path>
|
||||
<Tip>机械风表.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>机械秒表</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_Miaobiao</Path>
|
||||
<Tip>机械秒表.png</Tip>
|
||||
</Device>
|
||||
|
||||
<Device>
|
||||
<Name>空盒气压表</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_kongqiyabiao</Path>
|
||||
<Tip>空盒气压表.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>矿用温度计</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_kuangyonwenduji</Path>
|
||||
<Tip>矿用温度计.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>米尺</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/GongJu_JuanChi</Path>
|
||||
<Tip>米尺.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>手册</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_jiluben</Path>
|
||||
<Tip>手册.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>瓦斯探仗</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_washitanzhang</Path>
|
||||
<Tip>瓦斯探仗.png</Tip>
|
||||
</Device>
|
||||
<Device>
|
||||
<Name>圆珠笔</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_daoju/SM_daoju/SM_Tansubi</Path>
|
||||
<Tip>圆珠笔.png</Tip>
|
||||
</Device>
|
||||
|
||||
<!--<State name="三脚架">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="三脚架"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
|
||||
--><!--audio="sound_46.mp3"--><!--
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_2.mp3" title="三脚架" value="三脚架是一种用于稳定支撑相机、摄像机等设备的支撑工具,在摄影、摄像及其他相关领域中具有重要作用。在长时间曝光拍摄夜景、星轨、流水等场景时,能防止相机抖动,确保照片清晰锐利,避免因手抖导致的画面模糊。" position="right" scrollSpeed="25"/>
|
||||
|
||||
|
||||
</Action>
|
||||
|
||||
</Enter>
|
||||
</State>-->
|
||||
<!--<State name="单反">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_3.mp3" title="单反相机" value="单反相机,全称单镜头反光相机,它是指用单镜头,并且光线通过此镜头照射到反光镜上,通过反光取景的相机。它包含以下ISO、快门、光圈、曝光、焦距、镜头等参数设置。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
</Enter>
|
||||
</State>
|
||||
<State name="摄像机">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="摄像机"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_4.mp3" title="摄像机" value="摄像机是一种用于捕捉动态图像和声音的设备,用于拍摄电影、电视剧、广告、纪录片等影视作品,是创作视觉内容的重要工具。具有高分辨率、高帧率、宽动态范围、丰富的手动控制功能等特点,能够满足专业摄影师和导演对画面质量和创作灵活性的要求。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
|
||||
</Enter>
|
||||
</State>
|
||||
<State name="绿幕">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="绿幕"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_5.mp3" title="绿幕" value="绿幕是一种在影视拍摄、直播等领域常用的背景材料。绿幕技术基于色彩键控技术,通过特定的软件,将画面中的绿色部分识别并抠除,然后替换成其他需要的背景或特效元素。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
|
||||
|
||||
</Enter>
|
||||
</State>
|
||||
<State name="补光灯">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="补光灯"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="true" ></Action>
|
||||
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_6.mp3" title="补光灯" value="补光灯是一种用于补充光照度的灯具。在缺乏光线条件下拍摄时提供辅助光线,以获得合理的画面素材,还可营造不同光影效果,提升画面质量和艺术感。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
|
||||
|
||||
</Enter>
|
||||
</State>
|
||||
|
||||
<Transision from="any" to="三脚架">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/三脚架"></Condition>
|
||||
</Transision>
|
||||
|
||||
<Transision from="any" to="单反">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/单反"></Condition>
|
||||
</Transision>
|
||||
<Transision from="any" to="摄像机">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/摄像机"></Condition>
|
||||
</Transision>
|
||||
<Transision from="any" to="绿幕">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/绿幕"></Condition>
|
||||
</Transision>
|
||||
<Transision from="any" to="补光灯">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/补光灯"></Condition>
|
||||
</Transision>-->
|
||||
|
||||
|
||||
</FSM>
|
||||
</Module>
|
||||
200
Data/Xml/02_KuangJingTongFeng.xml
Normal file
@ -0,0 +1,200 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Module>
|
||||
<Scene>02_KuangJingTongFeng</Scene>
|
||||
<Type>All</Type>
|
||||
<Name>测风实操训练</Name>
|
||||
<Icon>KaoHe.png</Icon>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<FSM name="状态机1">
|
||||
<State name="初始状态">
|
||||
<Enter>
|
||||
<Action type="Parallel">
|
||||
<Action type="Show" value="FlyCamera" isShow="false" ></Action>
|
||||
<Action type="Move" value="FlyCamera" to="0.0845993,1.371632,2.146553" time="0"></Action>
|
||||
<Action type="Rotate" value="FlyCamera" to="21.66745,356.097,-5.741785E-08" time="0"></Action>
|
||||
<Action type="UIBackPack" devices="三脚架,单反,摄像机,绿幕,补光灯"
|
||||
random="false"
|
||||
scrollSpeed="25" position="left"
|
||||
></Action>
|
||||
|
||||
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="StrEvent" name="HighLightTrigger" value="true"></Action>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="true" ></Action>
|
||||
<Action type="TextWindow" title="三脚架" value="三脚架是一种用于稳定支撑相机、摄像机等设备的支撑工具,在摄影、摄像及其他相关领域中具有重要作用。在长时间曝光拍摄夜景、星轨、流水等场景时,能防止相机抖动,确保照片清晰锐利,避免因手抖导致的画面模糊。" position="right" scrollSpeed="25"/>
|
||||
|
||||
<Action type="Show" value="FlyCamera" isShow="true" ></Action>
|
||||
</Action>
|
||||
</Enter>
|
||||
|
||||
|
||||
|
||||
</State>
|
||||
|
||||
|
||||
<State name="三脚架">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="三脚架"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
|
||||
<!--audio="sound_46.mp3"-->
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_2.mp3" title="三脚架" value="三脚架是一种用于稳定支撑相机、摄像机等设备的支撑工具,在摄影、摄像及其他相关领域中具有重要作用。在长时间曝光拍摄夜景、星轨、流水等场景时,能防止相机抖动,确保照片清晰锐利,避免因手抖导致的画面模糊。" position="right" scrollSpeed="25"/>
|
||||
|
||||
|
||||
</Action>
|
||||
|
||||
</Enter>
|
||||
</State>
|
||||
<State name="单反">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_3.mp3" title="单反相机" value="单反相机,全称单镜头反光相机,它是指用单镜头,并且光线通过此镜头照射到反光镜上,通过反光取景的相机。它包含以下ISO、快门、光圈、曝光、焦距、镜头等参数设置。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
</Enter>
|
||||
</State>
|
||||
<State name="摄像机">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="摄像机"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_4.mp3" title="摄像机" value="摄像机是一种用于捕捉动态图像和声音的设备,用于拍摄电影、电视剧、广告、纪录片等影视作品,是创作视觉内容的重要工具。具有高分辨率、高帧率、宽动态范围、丰富的手动控制功能等特点,能够满足专业摄影师和导演对画面质量和创作灵活性的要求。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
|
||||
</Enter>
|
||||
</State>
|
||||
<State name="绿幕">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="绿幕"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_5.mp3" title="绿幕" value="绿幕是一种在影视拍摄、直播等领域常用的背景材料。绿幕技术基于色彩键控技术,通过特定的软件,将画面中的绿色部分识别并抠除,然后替换成其他需要的背景或特效元素。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
|
||||
|
||||
</Enter>
|
||||
</State>
|
||||
<State name="补光灯">
|
||||
<Enter>
|
||||
<Action type="Sequence">
|
||||
<Action type="Log" value="补光灯"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SM_buguangdeng" isShow="true" ></Action>
|
||||
|
||||
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_6.mp3" title="补光灯" value="补光灯是一种用于补充光照度的灯具。在缺乏光线条件下拍摄时提供辅助光线,以获得合理的画面素材,还可营造不同光影效果,提升画面质量和艺术感。" position="right" scrollSpeed="25"/>
|
||||
|
||||
</Action>
|
||||
|
||||
|
||||
</Enter>
|
||||
</State>
|
||||
|
||||
<Transision from="any" to="三脚架">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/三脚架"></Condition>
|
||||
</Transision>
|
||||
|
||||
<Transision from="any" to="单反">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/单反"></Condition>
|
||||
</Transision>
|
||||
<Transision from="any" to="摄像机">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/摄像机"></Condition>
|
||||
</Transision>
|
||||
<Transision from="any" to="绿幕">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/绿幕"></Condition>
|
||||
</Transision>
|
||||
<Transision from="any" to="补光灯">
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/补光灯"></Condition>
|
||||
</Transision>
|
||||
|
||||
|
||||
</FSM>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<Descript>
|
||||
安徽非遗资源丰富,涵盖民间文学、传统音乐、传统舞蹈、传统戏剧、曲艺、传统体育游艺与杂技、传统美术、传统技艺、民俗等多个类别。虚拟仿真系统高度还原了安徽特色非物质文化遗产美术场馆,通过三维建模的形式,对单反、摄像机、三脚架、绿幕摄影器材进行讲解。学生在了解摄影器材基础后,再学习镜头语言(景别、镜号、摄影技巧)相关理论知识。最后学生可在非遗美术场馆自主漫游,调用摄影器材进行拍摄,可灵活调整摄影器材拍摄位置、拍摄角度、曝光、ISO等相关参照,相机会实时显示当前拍摄影像,拍摄结束后,仿真系统会导出当前拍摄视频可供下载观看。通过本仿真实验,减少了对真实场景搭建、道具制作和运输等方面的投入,并能够取得良好的摄影拍摄教学培训效果。
|
||||
</Descript>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<!--<Device>
|
||||
<Name>绿幕</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_lvmu/SM_lvmu1</Path>
|
||||
<Tip>绿幕</Tip>
|
||||
</Device>
|
||||
|
||||
<Device>
|
||||
<Name>左支架</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_lvmu/SM_lvmu4</Path>
|
||||
<Tip>支架</Tip>
|
||||
</Device>
|
||||
|
||||
|
||||
<Device>
|
||||
<Name>右支架</Name>
|
||||
<HighLight color="255,0,0,255"/>
|
||||
<Path>Main/SM_lvmu/SM_lvmu3</Path>
|
||||
<Tip>支架</Tip>
|
||||
</Device>-->
|
||||
|
||||
|
||||
|
||||
<Score>
|
||||
|
||||
<Item step="摄影器材认知" name="1.摄影器材认知" sum="10" bind=""/>
|
||||
|
||||
</Score>
|
||||
|
||||
|
||||
</Module>
|
||||