unity 360度对某个物体进行查看_camera

 

 

以某个物体为中心,可对它进行360度查看,拉近拉远等



using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera-Control/Smooth Mouse Orbit - Unluck Software")]
public class SmoothCameraOrbit : MonoBehaviour
{
    public Transform target;
    public Vector3 targetOffset;
    public float distance = 5.0f;
    public float maxDistance = 20;
    public float minDistance = .6f;
    public float xSpeed = 200.0f;
    public float ySpeed = 200.0f;
    public int yMinLimit = -80;
    public int yMaxLimit = 80;
    public int zoomRate = 40;
    public float panSpeed = 0.3f;
    public float zoomDampening = 5.0f;
	public float autoRotate = 1f;
	public float autoRotateSpeed = 0.1f;
	
    private float xDeg = 0.0f;
    private float yDeg = 0.0f;
    private float currentDistance;
    private float desiredDistance;
    private Quaternion currentRotation;
    private Quaternion desiredRotation;
    private Quaternion rotation;
    private Vector3 position;
	private float idleTimer = 0.0f;
	private float idleSmooth = 0.0f;
	
    void Start() { Init(); }
    void OnEnable() { Init(); }

    public void Init()
    {
        //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
        if (!target)
        {
            GameObject go = new GameObject("Cam Target");
            go.transform.position = transform.position + (transform.forward * distance);
            target = go.transform;
        }

        //distance = Vector3.Distance(transform.position, target.position);
        currentDistance = distance;
        desiredDistance = distance;
               
        //be sure to grab the current rotations as starting points.
        position = transform.position;
        rotation = transform.rotation;
        currentRotation = transform.rotation;
        desiredRotation = transform.rotation;
       
        xDeg = Vector3.Angle(Vector3.right, transform.right );
        yDeg = Vector3.Angle(Vector3.up, transform.up );
		position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
    }

    /*
     * Camera logic on LateUpdate to only update after all character movement logic has been handled.
     */
    void LateUpdate()
    {
        // If Control and Alt and Middle button? ZOOM!
        if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
        {
            desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f  * zoomRate*0.125f * Mathf.Abs(desiredDistance);
        }
        // If middle mouse and left alt are selected? ORBIT
        else if (Input.GetMouseButton(0) )
        {
            xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
            yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
			            //Clamp the vertical axis for the orbit
            yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
            // set camera rotation
            desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
            currentRotation = transform.rotation;
           	rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f  * zoomDampening);
        	transform.rotation = rotation;
			/ Reset idle timers
			idleTimer=0;
            idleSmooth=0;
       
		}else{
		     Smooth idle rotation
			idleTimer+=0.02f ;
			if(idleTimer > autoRotate && autoRotate > 0){
				idleSmooth+=(0.02f +idleSmooth)*0.005f;
				idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
				xDeg += xSpeed * Time.deltaTime * idleSmooth * autoRotateSpeed;
			}
			/ Smooth idle rotation ends
			
			/ Smooth exit
            //Clamp the vertical axis for the orbit
            yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
            // set camera rotation
            desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
            currentRotation = transform.rotation;
           	rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f  * zoomDampening*2);
        	transform.rotation = rotation;
			/ Smooth exit ends
		}
		
			/ Middle click disabled
//         otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
//        else if (Input.GetMouseButton(2))
//        {
//            grab the rotation of the camera so we can move in a psuedo local XY space
//            target.rotation = transform.rotation;
//            target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
//            target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
//        }

        //Orbit Position
        // affect the desired Zoom distance if we roll the scrollwheel
        desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f  * zoomRate * Mathf.Abs(desiredDistance);
        //clamp the zoom min/max
        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
        // For smoothing of the zoom, lerp distance
        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f  * zoomDampening);
        // calculate position based on the new currentDistance
        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
        transform.position = position;
    }

    private static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}

 

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Unity是一款跨平台的游戏引擎,可以用来开发游戏、虚拟现实和增强现实等应用程序。在Unity中,我们可以通过一些技术和方法来实现360查看物体的功能。 首先,我们可以使用全景相机来创建一个可以全方位观察物体的环境。全景相机可以捕捉到360的环境图像,并将其渲染到屏幕上。通过移动设备的陀螺仪、触摸屏或鼠标等输入方式,我们可以改变相机的方向和位置,从而实现对物体的全方位观察。 此外,我们还可以利用Unity的动画系统来实现物体的旋转效果。我们可以为物体创建一个旋转动画,并将其应用到相机上。通过控制旋转动画的播放速和方向,我们可以实现物体在全方位中的旋转效果,使用户能够更好地观察物体的各个角。 另外,如果要实现更加逼真的全景查看效果,我们可以利用Unity的虚拟现实技术。通过结合VR设备如Oculus Rift或HTC Vive,用户可以身临其境地体验360查看物体的效果。用户戴上VR设备后,可以通过头部的转动来改变相机的方向,并实时观察物体的不同角和细节。 总而言之,Unity提供了多种方法和技术来实现360查看物体的功能。通过全景相机、动画系统和虚拟现实技术的结合,我们可以创造出真实、交互式和身临其境的物体观察体验。无论是游戏开发还是虚拟现实应用开发,Unity都能提供强大的功能支持。

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