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  • Unity 类似FingerGestures 的相机跟随功能

    本文原创,转载请注明出处:http://www.cnblogs.com/AdvancePikachu/p/6555188.html

    最近在做一款VR项目,有一个查看功能,分为自由查看和跟随查看。

    自由查看:

    第一人称自由控制查看。使用firstPersonControl即可。

    跟随查看:

    摄像机可自由旋转并跟随查看的物体移动(摄像机不可为子物体)。

    刚开始使用固定坐标的方法,但摄像机无法自由旋转。后来换用rotatearound,可以自由旋转,可一旦物体移动,旋转半径会拉大。

    最后,模仿手势插件写了一个方法,代码如下:

     1 public Transform target;
     2 
     3 
     4     public float minDistance = 1.5f;
     5     public float maxDistance = 10.0f;
     6 
     7     public float yawSensitivity =30f;
     8     public float pinchSensitivity = 5.0f;
     9 
    10     public float smoothZoomSpeed = 30.0f;
    11     public float smoothOrbitSpeed = 10.0f;
    12 
    13     float distance = 5.0f;
    14     float yaw = 0;
    15     float pitch = 0;
    16 
    17     float idealDistance = 0;
    18 
    19     bool rotate;
    20 
    21     public float IdealDistance
    22     {
    23         get { return idealDistance; }
    24         set { idealDistance = Mathf.Clamp( value, minDistance, maxDistance ); }
    25     }
    26 
    27     public float Yaw
    28     {
    29         get { return yaw; }
    30     }
    31 
    32     void Start()
    33     {
    34         Vector3 angles = transform.eulerAngles;
    35 
    36         distance = IdealDistance = 5f;
    37         yaw =  angles.y;
    38         pitch = 25;
    39 
    40         UpdateCamera();
    41     }
    42 
    43 
    44     void Update()
    45     {
    46         if (Input.GetMouseButtonDown (1))
    47             rotate = true;
    48         if (Input.GetMouseButtonUp (1))
    49             rotate = false;
    50         
    51         if( rotate )
    52         {
    53             yaw += Input.GetAxis ("Mouse X") * yawSensitivity;
    54             pitch -=  Input.GetAxis ("Mouse Y") *pinchSensitivity;
    55         }
    56 
    57         IdealDistance -= Mathf.Lerp (0, Input.GetAxis ("Mouse ScrollWheel") * smoothZoomSpeed, Time.deltaTime);
    58         IdealDistance = Mathf.Clamp (IdealDistance, minDistance, maxDistance);
    59     }
    60 
    61     void LateUpdate()
    62     {
    63         UpdateCamera ();
    64     }
    65 
    66     void UpdateCamera()
    67     {
    68         distance = Mathf.Lerp (distance, IdealDistance, Time.deltaTime * smoothZoomSpeed);
    69 
    70         Vector3 lookAtPos = target.position;
    71         Quaternion rotaetAngle = Quaternion.Euler (pitch, yaw, 0);
    72 
    73         Vector3 desiredPos = lookAtPos - rotaetAngle * new Vector3 (0, 0, distance);
    74 
    75         transform.position = desiredPos;
    76         transform.rotation = rotaetAngle;
    77 
    78         transform.LookAt (target);
    79     }
    80 
    81     static float ClampAngle( float angle, float min, float max )
    82     {
    83         if( angle < -360 )
    84             angle += 360;
    85 
    86         if( angle > 360 )
    87             angle -= 360;
    88 
    89         return Mathf.Clamp( angle, min, max );
    90     }

    以上,完美实现摄像机跟随,并可以右键旋转,滚轮拉近功能。

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  • 原文地址:https://www.cnblogs.com/AdvancePikachu/p/6555188.html
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