[英]Unity: Using Mouse Position To Make Angles For My Camera To Rotate Around An Object
我正在尝试制作一个面向鼠标的3dAgar.io。 现在,我正在研究基本的机芯和相机调整。 我希望相机能够围绕一个对象旋转,但是这里有个要点:我只想使用鼠标来移动对象和相机,然后旋转相机。 但是,我能够两次使用距离公式和余弦定律来配置其逻辑。 我基于原点(0,0)。 我确信我所做的过程没有错; 但是,我知道它的输出方式是错误的。
每次向左或向右移动鼠标,我都希望相机在此之后立即旋转。 我尝试使用FixedUpdate和LateUpdate事件来尝试实现此目的,但两者均未成功。 我尝试使相机旋转的代码是这样的:
void LateUpdate ()
{
// Move Camera
transform.position = new Vector3(camX, 10.5f, camZ);
//Rotate Camera
//transform.eulerAngles = getRotation;
//transform.eulerAngles = Vector3.MoveTowards(currentRotation, getRotation, speed * Time.deltaTime);
}
我拥有的完整代码(已更新):
public class CameraController : MonoBehaviour {
public float speed;
public GameObject player;
private Ray ray;
private RaycastHit hit;
private Vector3 mousePos;
private float camX;
private float camZ;
private float getA;
private float getB;
private float getC;
private float getAngle;
private Vector3 currentRotation;
private Vector3 getRotation;
void Start ()
{
}
void FixedUpdate()
{
}
void LateUpdate ()
{
if (PlayerController.movedPlayer)
{
if (Physics.Raycast(ray, out hit))
{
mousePos = new Vector3(hit.point.x, 1.3f, hit.point.z);
}
// MouseZ
if (mousePos.z >= player.transform.position.z)
{
// Camera Follow Z+
if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
player.transform.position.z >= player.transform.position.x)
{
camZ = player.transform.position.z - 10;
camX = 0;
}
else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
player.transform.position.z >= -player.transform.position.x)
{
camZ = player.transform.position.z - 10;
camX = 0;
}
else if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
player.transform.position.z < player.transform.position.x)
{
camX = player.transform.position.x - 10;
camZ = 0;
}
else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
player.transform.position.z < -player.transform.position.x)
{
camX = player.transform.position.x + 10;
camZ = 0;
}
// Camera Follow Z-
if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
-player.transform.position.z >= player.transform.position.x)
{
camZ = player.transform.position.z + 10;
camX = 0;
}
else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
-player.transform.position.z >= -player.transform.position.x)
{
camZ = player.transform.position.z + 10;
camX = 0;
}
else if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
-player.transform.position.z < player.transform.position.x)
{
camX = player.transform.position.x - 10;
camZ = 0;
}
else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
-player.transform.position.z < -player.transform.position.x)
{
camX = player.transform.position.x + 10;
camZ = 0;
}
}
//PlayerZ
else if (mousePos.z < player.transform.position.z)
{
// Camera Follow Z+
if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
player.transform.position.z >= player.transform.position.x)
{
camZ = player.transform.position.z + 10;
camX = 0;
}
else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
player.transform.position.z >= -player.transform.position.x)
{
camZ = player.transform.position.z + 10;
camX = 0;
}
else if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
player.transform.position.z < player.transform.position.x)
{
camX = player.transform.position.x + 10;
camZ = 0;
}
else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
player.transform.position.z < -player.transform.position.x)
{
camX = player.transform.position.x - 10;
camZ = 0;
}
// Camera Follow Z-
if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
-player.transform.position.z >= player.transform.position.x)
{
camZ = player.transform.position.z - 10;
camX = 0;
}
else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
-player.transform.position.z >= -player.transform.position.x)
{
camZ = player.transform.position.z - 10;
camX = 0;
}
else if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
-player.transform.position.z < player.transform.position.x)
{
camX = player.transform.position.x + 10;
camZ = 0;
}
else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
-player.transform.position.z < -player.transform.position.x)
{
camX = player.transform.position.x - 10;
camZ = 0;
}
}
// Make Triangle
getA = mousePos.x - player.transform.position.x;
getB = mousePos.z - player.transform.position.z;
getC = Mathf.Sqrt(Mathf.Pow((getA), 2) + Mathf.Pow((getB), 2));
// Get Rotating Angle.
if (getA == 0 && getB >= 0)
{
getAngle = 0;
}
else if (getA == 0 && getB < 0)
{
getAngle = 180;
}
else if (getB == 0 && getA >= 0)
{
getAngle = 90;
}
else if (getB == 0 && getA < 0)
{
getAngle = 270;
}
else
{
if (getA > 0)
{
getAngle = Mathf.Acos((Mathf.Pow((getB), 2) + Mathf.Pow((getC), 2) - Mathf.Pow((getA), 2)) /
(2 * (getB) * (getC))) * Mathf.Rad2Deg;
}
else if (getA < 0)
{
getAngle = -Mathf.Acos((Mathf.Pow((getB), 2) + Mathf.Pow((getC), 2) - Mathf.Pow((getA), 2)) /
(2 * (getB) * (getC))) * Mathf.Rad2Deg;
}
//getAngle = Mathf.Asin(getA * Mathf.Sin(90) / getC);
//Debug.Log("A: " + getA + " B: " + getB + " C: " + getC + " Angle: " + getAngle);
}
// Set Rotating Angle
currentRotation = transform.eulerAngles;
getRotation = new Vector3(45f, getAngle, 0f);
}
// Move Camera
transform.position = new Vector3(camX, 10.5f, camZ);
//Rotate Camera
//transform.eulerAngles = getRotation;
transform.eulerAngles = Vector3.MoveTowards(currentRotation, getRotation, speed * Time.deltaTime);
}
}
让我详细说明一下代码。 当鼠标离它最近时,我希望相机面向原点,反之亦然。 我对此有些麻烦,因为我认为设置不正确。 我尝试解决此问题的方法是使用反向逻辑(即,当鼠标靠近原点时,摄像头距离原点最远[mouse-> object-> camera]。如果鼠标是原点,则相反。离起点最远的位置[相机->对象->鼠标]。)
现在,您知道我遇到的一些问题,这就是我需要解决的问题(我希望您写一个解决方案,并告诉我它如何解决该问题。):如何解决摄像机旋转问题,以便在摄像机旋转时立即旋转鼠标移动,如何指定鼠标是否更靠近原点?
更新:我将所有代码移至LateUpdate,因为那是您应该执行相机算法的时间。 我也“尝试”简化了鼠标位置部分,因此它并不是那么多余。 我也有指向我的项目的屏幕截图的链接: https : //gyazo.com/2f5ee8f94c0bc55bbdeaeafafa8a8b35f4
我找到了解决方案:
transform.rotation = Quaternion.RotateTowards(transform.rotation, getRotation, speed * Time.deltaTime);
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.