开发FPS的游戏时,涉及的相机的平滑旋转,下面是我采用四元数的方式,并且限定旋转上下限:
public float XSensitivity = 2f;
public int MinimumX = -30;
public int MaximumX = 30;
private Quaternion m_CameraTargetRot;
void Update()
{
float xRot = Input.GetAxis("Mouse Y") * YSensitivity; //获取鼠标旋转
m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f);
m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); //限定角度范围
camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot,
smoothTime * Time.deltaTime); // 摄像机平滑插值
}
private Quaternion ClampRotationAroundXAxis(Quaternion q) //限定角度范围
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, MinimumX, MaximumX);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
return q;
}
如有错误,大家可以一起交流
联系方式 qq: 940299880