Uniy中实现简单的自由相机,右键旋转,中键拖动

坐标轴暂时没想好怎么处理,因此先限制y方向的旋转角度

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;

//todo:实现基本功能的自由相机
public class FreeCamera : MonoBehaviour
{
    [Tooltip("相机模式")]
    public FreeCameraType freeCameraType;
    public ButtonState buttonState;
    [Tooltip("这里是虚拟相机")]
    public CinemachineVirtualCamera m_camera;
    [Tooltip("目标旋转中心")]
    public Transform lookAroundTrans;
    [Tooltip("相机旋转轴偏移")]
    public Vector3 offestRotate;
    [Tooltip("旋转灵敏度")]
    public float rotateSenstivity = 1;
    [Tooltip("自动旋转速度,正值是顺时针,负值是逆时针")]
    public float autoRotateSpeed = 10;
    /// <summary>
    /// 相机到目标的距离
    /// </summary>
    public float distance = 5;
    [Tooltip("滚轮速度")]
    public float zoomSpeed;
    [Tooltip("最小距离")]
    public float minDistance = 0;
    [Tooltip("最大距离")]
    public float maxDistance = 10;



    /// <summary>
    /// 是否自动旋转
    /// </summary>
    private bool isAutoRotate;
    /// <summary>
    /// 旋转中心的位置
    /// </summary>
    private Vector3 lookAroundPos;
    private float angle_x;
    private float angle_y;
    private float angle_z;
    /// <summary>
    /// 目标距离
    /// </summary>
    private float targetDistance;
    /// <summary>
    /// 初始角度
    /// </summary>
    private Vector3 rootAngle;
    /// <summary>
    /// 初始默认距离
    /// </summary>
    private float rootDistance;
    /// <summary>
    /// 初始位置
    /// </summary>
    private Vector3 rootpos;
    /// <summary>
    /// 上一个鼠标位置
    /// </summary>
    private Vector3 lastMousePos;

    private void Awake()
    {
        //设定初始默认距离
        rootDistance = distance;
        rootpos = m_camera.transform.position;
    }
    private void Start()
    {
        Init();
    }
    private void Update()
    {

        UpdateInput();
        LookAround();
        Zoom();
        if (freeCameraType == FreeCameraType.自动旋转相机)
            AutoRotate();
        if (freeCameraType == FreeCameraType.自由相机)
            Drag();
        ResetlookAroundPos();
        SetCameraPos();
    }


    private void UpdateInput()
    {
        buttonState.rightButtonDown = Input.GetMouseButtonDown(1);
        buttonState.rightButton = Input.GetMouseButton(1);
        buttonState.rightButtonUp = Input.GetMouseButtonUp(1);

        buttonState.middlebuttonDown = Input.GetMouseButtonDown(2);
        buttonState.middlebutton = Input.GetMouseButton(2);
        buttonState.middleButtonUp = Input.GetMouseButtonUp(2);
    }


    /// <summary>
    /// 初始化
    /// </summary>
    public void Init()
    {
        m_camera.transform.position = rootpos;
        distance = rootDistance;
        targetDistance = distance;
        isAutoRotate = true;
        ResetPos();
    }




    /// <summary>
    /// 回到初始位置
    /// </summary>
    private void ResetPos()
    {
        if(lookAroundTrans!=null)
        {
            lookAroundPos = lookAroundTrans.position;
        }
        else
        {
            ResetlookAroundPos();
        }
        
        var forward = Vector3.Normalize(lookAroundPos - m_camera.transform.position);
        var q = Quaternion.LookRotation(forward);
        angle_x = q.eulerAngles.x;
        angle_y = q.eulerAngles.y;
        angle_x = Mathf.Clamp(angle_x, 10, 80);
        angle_y = Mathf.Clamp(angle_y, -365, 365);
        SetCameraPos();
    }

    /// <summary>
    /// 重置中心点位置
    /// </summary>
    private void ResetlookAroundPos()
    {
        lookAroundPos = m_camera.transform.position + m_camera.transform.rotation * (Vector3.forward * distance);
    }

    /// <summary>
    /// 相机位置变化应用
    /// </summary>
    public void SetCameraPos()
    {
        //距离差值
        distance = Mathf.Lerp(distance, targetDistance, Time.deltaTime * 10);

        m_camera.transform.rotation = Quaternion.Euler(angle_x, angle_y, angle_z);
        m_camera.transform.position = lookAroundPos + m_camera.transform.rotation * (-distance * Vector3.forward);
        m_camera.transform.rotation = Quaternion.Euler(angle_x, angle_y + offestRotate.y, angle_z);
    }
    /// <summary>
    /// 旋转查看
    /// </summary>
    private void LookAround()
    {
        if (buttonState.rightButtonDown)
        {
            isAutoRotate = false;
            angle_x = m_camera.transform.eulerAngles.x;
            angle_y = m_camera.transform.eulerAngles.y - offestRotate.y;
            angle_z = m_camera.transform.eulerAngles.z;
        }

        if (buttonState.rightButton)
        {
            float deltaY = Input.GetAxis("Mouse X");
            float deltaX = Input.GetAxis("Mouse Y");

            angle_x -= deltaX * rotateSenstivity;
            angle_y += deltaY * rotateSenstivity;

            angle_x = Mathf.Clamp(angle_x, 10, 80);
            //不要给y轴限位
        }

        if (buttonState.rightButtonUp)
        {
            isAutoRotate = true;
        }
    }
    /// <summary>
    /// 滚轮滚动
    /// </summary>
    private void Zoom()
    {
        float scrollerValue = Input.GetAxis("Mouse ScrollWheel");
        if (!IsEqual(scrollerValue, 0))
        {
            targetDistance -= scrollerValue * zoomSpeed;
            targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
        }
    }
    /// <summary>
    /// 自动旋转
    /// </summary>

    private void AutoRotate()
    {

        if (!isAutoRotate)
            return;
        angle_y += Time.deltaTime * autoRotateSpeed;
    }
  

    /// <summary>
    /// 中键拖动相机移动
    /// </summary>
    private void Drag()
    {
        if (buttonState.middlebuttonDown)
        {
            lastMousePos = Input.mousePosition;
        }
        else if (buttonState.middlebutton)
        {
            Vector3 newMousePos = Input.mousePosition;
            //获得一帧的相机移动
            var delta = newMousePos - lastMousePos;
            m_camera.transform.position = m_camera.transform.position - CalcuateDragNormal(m_camera, delta, distance);

            lastMousePos = newMousePos;
        }
    }

    /// <summary>
    /// 计算拖动的位移
    /// </summary>
    /// <returns></returns>
    private Vector3 CalcuateDragNormal(CinemachineVirtualCamera _camera, Vector3 _delta, float _distance)
    {
        //通过fov计算旋转中心在视锥截面上的高
        var rect_height = 2 * _distance * Mathf.Tan(_camera.m_Lens.FieldOfView / 2 * Mathf.Deg2Rad);
        //计算屏幕高与中心点截面高的比例,这样能计算出鼠标移动的距离对应在旋转点截面上移动的距离
        var screenRate = rect_height / Screen.height;

        var move_normal = screenRate * _delta.x * _camera.transform.right + screenRate * _delta.y * _camera.transform.up;



        return move_normal;
    }


    /// <summary>
    /// 是否约等于
    /// </summary>
    /// <returns></returns>
    private bool IsEqual(float a, float b)
    {
        return Mathf.Abs(Mathf.Abs(a) - Mathf.Abs(b)) < 0.0001;
    }

    public struct ButtonState
    {
        public bool rightButtonDown;
        public bool rightButton;
        public bool rightButtonUp;

        public bool middlebuttonDown;
        public bool middlebutton;
        public bool middleButtonUp;

    }

    public enum FreeCameraType
    {
        自由相机,
        旋转相机,
        自动旋转相机,
    }

}


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