对角线摄像机围绕基于鼠标输入的对象旋转的夹紧问题

问题描述 投票:-1回答:1

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:

  • 鼠标z轴用于围绕对象的y轴旋转
  • 鼠标x轴用于对角“肩上旋转”,从而修改了相机旋转的y和x:

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);
    }
c# unity3d 3d camera physics
1个回答
0
投票

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;
}
© www.soinside.com 2019 - 2024. All rights reserved.