我正在编写一个脚本,该脚本围绕播放器对象对角线旋转相机(3D x和3D y轴)。输入如下:
demo of my current camera script
但是,我无法限制相机的y轴旋转。 X轴按要求工作。观看上面的视频,最后查看问题。它会在y轴上过度旋转,因此相机会以完全错误的方向面对播放器。也许大脑功能正常的人可以提出解决方案?真是太棒了,在此先感谢!
这是我的剧本:
void Update() {
mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
mouseY = -(Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime);
rotationXAxis += mouseY;
rotationXAxis = ClampAngle(rotationXAxis, -30f, 30f);
float rotationYAxis = rotationXAxis;
rotationYAxis = ClampAngle(rotationYAxis, 0f, 30f);
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, transform.rotation.eulerAngles.y - rotationYAxis * Time.deltaTime, 0);
Quaternion rotation = toRotation;
Vector3 negDistance = new Vector3(xPosOffset, yPosOffset, -distance);
Vector3 position = rotation * negDistance + player.position;
transform.rotation = rotation;
transform.position = position;
player.Rotate(Vector3.up * mouseX);
mouseY = Mathf.Lerp(mouseY, 0, Time.deltaTime);
}
float ClampAngle(float angle, float min, float max) {
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
我试图用伪装向你解释。
窦和余弦基本相同,但偏移90度。
此函数产生的是-1 .. 1数是-100%.. 100%
基本上您需要的是
var _x,_y,_z; //original position
var deg; // 0..360
x = _x * sin(deg);
y = _y * cos(deg);
z = _z;
它绕着世界[0,0,0]旋转
如果要绕另一个轴旋转
var a_x,a_y,a_z;
x = _x + a_x * sin(deg);
y = _y + a_y * cos(deg);
z = _z + a_z;
最大的键是保留默认位置[_x,_y,_z]不要做这个错误
x = x * sin(deg);
正好是矩阵
_x _y _z
x [cos -sin 0]
y [sin cos 0]
z [0 0 1]
x = _x * cos(deg) + _y * -sin(deg) + _z * 0;
y = _x * sin(deg) + _y * cos(deg) + _z * 0;
z = _x * 0 + _y * 0 + _z * 1;
查看您的轴的3d矩阵。https://en.wikipedia.org/wiki/Rotation_matrix#In_three_dimensions
尝试这样的事情
void Update(Player player) {
_position = player.position;
mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
mouseY = -(Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime);
_delta_x = mouseX - _position.x;
_delta_y = mouseY - _position.y;
_delta_z = 0;
_rot_x = ClampAngle(mouseX, mouseY, -30f, 30f);
_rot_y = ClampAngle(mouseX, mouseY, -30f, 30f);
_rot_z = 0;
Vector3 position = new Vector3(_delta_x, _delta_y, _delta_z);
position = position.rotate (rot_x, rot_y, rot_z);
position = position.add(_position.x,_position.y,_position.z);
player.position = position;
}