目录
前言
学习笔记,仅供学习,不做商用,如有侵权,联系我删除即可。
参考博文:
Unity 自由视角的惯性旋转https://haiyue.blog.csdn.net/article/details/123297435
一、基础旋转
1.1 相机环绕角色旋转
使用Transform.RotateAround,axis为轴,方向旋转
Declaration
public void RotateAround(Vector3 point, Vector3 axis, float angle);
Description
Rotates the transform about
axis
passing throughpoint
in world coordinates byangle
degrees.This modifies both the position and the rotation of the transform.
using UnityEngine;
//Attach this script to a GameObject to rotate around the target position.
public class Example : MonoBehaviour
{
//Assign a GameObject in the Inspector to rotate around
public GameObject target;
void Update()
{
// Spin the object around the target at 20 degrees/second.
transform.RotateAround(target.transform.position, Vector3.up, 20 * Time.deltaTime);
}
}
1.2 LookAt()函数
根据官方的文档描述,该函数的功能是,旋转自身,使得当前对象的正z轴指向目标对象target所在的位置。
而对于worldUp的描述是,在完成上面的旋转之后,继续旋转自身,使得当前对象的正y轴朝向与worldUp所指向的朝向一致.
可以使用LookAt函数修正,让相机正确地朝向角色
二、通过鼠标拖拽距离来旋转视角
按下鼠标右键时,每一帧都获取鼠标的位置,通过两帧之间的鼠标位置之差,即可求得两帧之间的鼠标速度。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerTransform : MonoBehaviour
{
public Transform HeadTransform;
private float CamDepthSmooth = 200f;
private Vector3 RelativePos;
// Start is called before the first frame update
void Start()
{
RelativePos = transform.position - HeadTransform.position;
}
// Update is called once per frame
void Update()
{
transform.position = HeadTransform.position + RelativePos;
DragToRotateView_Distance();
// 视角的拉近和放远
if ((Input.mouseScrollDelta.y < 0 && Camera.main.fieldOfView >= 3) ||
(Input.mouseScrollDelta.y > 0) && Camera.main.fieldOfView <= 80)
{
Camera.main.fieldOfView += Input.mouseScrollDelta.y * CamDepthSmooth * Time.deltaTime;
}
}
/* 通过鼠标拖拽距离来旋转视角 */
Vector3 Point1;
Vector3 Point2;
// 旋转每度在一帧中需要拖拽的距离
int DragDistancePerAngle = 8;
void DragToRotateView_Distance()
{
if (Input.GetMouseButtonDown(1)) // 按下右键的瞬间记录起始位置
{
Point1 = Input.mousePosition;
//StartPoint = Point1;
}
if (Input.GetMouseButton(1)) // 按下右键每一帧都执行
{
Point2 = Input.mousePosition;
float dx = Point2.x - Point1.x;
float dy = Point2.y - Point1.y;
float AngleX = dx / DragDistancePerAngle;
float AngleY = dy / DragDistancePerAngle;
transform.RotateAround(HeadTransform.position, Vector3.up, AngleX);
transform.RotateAround(HeadTransform.position, -transform.right, AngleY);
transform.LookAt(HeadTransform);
RelativePos = transform.position - HeadTransform.position;
Point1 = Point2;
Point2 = Vector3.zero;
}
}
}