[英]Converting 2D position / rotation to 3D
I have a player-object, and a player and a camera attached to it as childs. 我有一个播放器对象,还有一个播放器和一台照相机,作为一个孩子。
I would like to rotate the camera in a circle around the player so that it always faces the player (which is centered at 0,0,0). 我想将相机绕播放器旋转一圈,使其始终面对播放器(以0,0,0为中心)。
I have a 2D approach which I need to convert 3D. 我有2D方法,我需要转换3D。
What would this script look like for 3D? 对于3D,此脚本将是什么样?
Thank you. 谢谢。
using UnityEngine;
using System.Collections;
public class circularMotion : MonoBehaviour {
public float RotateSpeed;
public float Radius;
public Vector2 centre;
public float angle;
private void Start()
{
centre = transform.localPosition;
}
private void Update()
{
angle += RotateSpeed * Time.deltaTime;
var offset = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)) * Radius;
transform.localPosition = centre + offset;
}
}
Well, one approach could be to define an upwards vector and then rotate around the corresponding axis. 好吧,一种方法可能是定义一个向上的向量,然后绕相应的轴旋转。
using UnityEngine;
public class circularMotion : MonoBehaviour
{
public float RotateSpeed = 1;
public float Radius = 1;
public Vector3 centre;
public float angle;
public Vector3 upDirection = Vector3.up; // upwards direction of the axis to rotate around
private void Start()
{
centre = transform.localPosition;
}
private void Update()
{
transform.up = Vector3.up;
angle += RotateSpeed * Time.deltaTime;
Quaternion axisRotation = Quaternion.FromToRotation(Vector3.up, upDirection);
// position camera
Vector3 offset = axisRotation * new Vector3(Mathf.Sin(angle), 0, Mathf.Cos(angle)) * Radius;
transform.localPosition = centre + offset;
// look towards center
transform.localRotation = axisRotation * Quaternion.Euler(0, 180 + angle * 180 / Mathf.PI, 0);
}
}
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