【问题标题】:Unity: Using Mouse Position To Make Angles For My Camera To Rotate Around An ObjectUnity:使用鼠标位置为我的相机围绕对象旋转创建角度
【发布时间】:2017-12-14 05:30:05
【问题描述】:

我正在尝试制作一个面向鼠标的 3d Agar.io。现在,我正在研究基本的移动和相机调整。我希望相机能够围绕一个对象旋转,但这里有一个问题:我只想使用鼠标来移动对象和相机,并旋转相机。然而,我能够使用两次距离公式和余弦定律来配置这个逻辑。我基于原点 (0, 0)。我很肯定我所做的过程没有任何问题;但是,我知道它的输出方式是错误的。

每次向左或向右移动鼠标时,我都希望相机在之后立即旋转。我尝试使用 FixedUpdate 和 LateUpdate 事件来尝试实现这一点,但都没有成功。我尝试用于相机旋转的代码是这样的:

void LateUpdate ()
{
    // Move Camera
    transform.position = new Vector3(camX, 10.5f, camZ);

    //Rotate Camera
    //transform.eulerAngles = getRotation;
    //transform.eulerAngles = Vector3.MoveTowards(currentRotation, getRotation, speed * Time.deltaTime);
}

我拥有的完整代码(更新):

public class CameraController : MonoBehaviour {

    public float speed;
    public GameObject player;

    private Ray ray;
    private RaycastHit hit;
    private Vector3 mousePos;

    private float camX;
    private float camZ;

    private float getA;
    private float getB;
    private float getC;

    private float getAngle;
    private Vector3 currentRotation;
    private Vector3 getRotation;

    void Start ()
    {
    }

    void FixedUpdate()
    {

    }
    void LateUpdate ()
    {
        if (PlayerController.movedPlayer)
        {
            if (Physics.Raycast(ray, out hit))
            {
                mousePos = new Vector3(hit.point.x, 1.3f, hit.point.z);
            }

            // MouseZ
            if (mousePos.z >= player.transform.position.z)
            {
                // Camera Follow Z+
                if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
                    player.transform.position.z >= player.transform.position.x)
                {
                    camZ = player.transform.position.z - 10;
                    camX = 0;
                }
                else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
                    player.transform.position.z >= -player.transform.position.x)
                {
                    camZ = player.transform.position.z - 10;
                    camX = 0;
                }
                else if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
                    player.transform.position.z < player.transform.position.x)
                {
                    camX = player.transform.position.x - 10;
                    camZ = 0;
                }
                else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
                    player.transform.position.z < -player.transform.position.x)
                {
                    camX = player.transform.position.x + 10;
                    camZ = 0;
                }

                // Camera Follow Z-
                if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
                -player.transform.position.z >= player.transform.position.x)
                {
                    camZ = player.transform.position.z + 10;
                    camX = 0;
                }
                else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
                    -player.transform.position.z >= -player.transform.position.x)
                {
                    camZ = player.transform.position.z + 10;
                    camX = 0;
                }
                else if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
                    -player.transform.position.z < player.transform.position.x)
                {
                    camX = player.transform.position.x - 10;
                    camZ = 0;
                }
                else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
                    -player.transform.position.z < -player.transform.position.x)
                {
                    camX = player.transform.position.x + 10;
                    camZ = 0;
                }
            }
            //PlayerZ
            else if (mousePos.z < player.transform.position.z)
            {
                // Camera Follow Z+
                if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
                    player.transform.position.z >= player.transform.position.x)
                {
                    camZ = player.transform.position.z + 10;
                    camX = 0;
                }
                else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
                    player.transform.position.z >= -player.transform.position.x)
                {
                    camZ = player.transform.position.z + 10;
                    camX = 0;
                }
                else if ((player.transform.position.z >= 0 && player.transform.position.x >= 0) &&
                    player.transform.position.z < player.transform.position.x)
                {
                    camX = player.transform.position.x + 10;
                    camZ = 0;
                }
                else if ((player.transform.position.z >= 0 && player.transform.position.x < 0) &&
                    player.transform.position.z < -player.transform.position.x)
                {
                    camX = player.transform.position.x - 10;
                    camZ = 0;
                }

                // Camera Follow Z-
                if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
                -player.transform.position.z >= player.transform.position.x)
                {
                    camZ = player.transform.position.z - 10;
                    camX = 0;
                }
                else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
                    -player.transform.position.z >= -player.transform.position.x)
                {
                    camZ = player.transform.position.z - 10;
                    camX = 0;
                }
                else if ((player.transform.position.z < 0 && player.transform.position.x >= 0) &&
                    -player.transform.position.z < player.transform.position.x)
                {
                    camX = player.transform.position.x + 10;
                    camZ = 0;
                }
                else if ((player.transform.position.z < 0 && player.transform.position.x < 0) &&
                    -player.transform.position.z < -player.transform.position.x)
                {
                    camX = player.transform.position.x - 10;
                    camZ = 0;
                }
            }

            // Make Triangle
            getA = mousePos.x - player.transform.position.x;
            getB = mousePos.z - player.transform.position.z;
            getC = Mathf.Sqrt(Mathf.Pow((getA), 2) + Mathf.Pow((getB), 2));

            // Get Rotating Angle.
            if (getA == 0 && getB >= 0)
            {
                getAngle = 0;
            }
            else if (getA == 0 && getB < 0)
            {
                getAngle = 180;
            }
            else if (getB == 0 && getA >= 0)
            {
                getAngle = 90;
            }
            else if (getB == 0 && getA < 0)
            {
                getAngle = 270;
            }
            else
            {
                if (getA > 0)
                {
                    getAngle = Mathf.Acos((Mathf.Pow((getB), 2) + Mathf.Pow((getC), 2) - Mathf.Pow((getA), 2)) /
                        (2 * (getB) * (getC))) * Mathf.Rad2Deg;
                }
                else if (getA < 0)
                {
                    getAngle = -Mathf.Acos((Mathf.Pow((getB), 2) + Mathf.Pow((getC), 2) - Mathf.Pow((getA), 2)) /
                        (2 * (getB) * (getC))) * Mathf.Rad2Deg;
                }
                //getAngle = Mathf.Asin(getA * Mathf.Sin(90) / getC);
                //Debug.Log("A: " + getA + " B: " + getB + " C: " + getC + " Angle: " + getAngle);
            }

            // Set Rotating Angle
            currentRotation = transform.eulerAngles;
            getRotation = new Vector3(45f, getAngle, 0f);
        }
        // Move Camera
        transform.position = new Vector3(camX, 10.5f, camZ);

        //Rotate Camera
        //transform.eulerAngles = getRotation;
        transform.eulerAngles = Vector3.MoveTowards(currentRotation, getRotation, speed * Time.deltaTime);
    }
}

让我详细说明一下代码。当鼠标最靠近原点时,我希望相机朝向原点,反之亦然。我在这方面遇到了一些麻烦,因为我认为我设置不正确。我试图解决这个问题的尝试是使用反向逻辑(即,当鼠标靠近原点时,相机离原点最远 [mouse -> object -> camera]。如果鼠标是离原点最远 [相机 -> 物体 -> 鼠标]。)

既然您知道我遇到的一些问题,以下是我需要回答的问题(我希望您编写一个解决方案并告诉我它如何解决问题。):如何修复相机旋转使其旋转鼠标移动时立即,如何指定鼠标是否更接近原点?

更新:我将所有代码移到了 LateUpdate 中,因为那时您应该执行相机算法。我还“尝试”简化了鼠标定位部分,所以它不是那么多余。我还有一个指向我的项目的屏幕截图的链接:https://gyazo.com/2f5ee8f94c0bc55bbdeaeafa8a8b35f4

【问题讨论】:

  • 您是否尝试过简单地将相机作为子对象附加到对象上?这意味着如果您转动物体,相机将跟随。
  • @Asbest 我希望相机始终与玩家对象保持 10 的距离,如代码所示。
  • 如果你一开始就这样设置并且不接触本地相机位置,它将坚持10的距离。
  • @Asbest 这不起作用有两个原因:第一,如果玩家在地图的反面,相机不会停留在玩家身后;第二,我希望摄像机始终与玩家保持 7.5 个单位的距离,而不仅仅是在 z 轴或 x 轴上,而是在一定百分比的轴上。我知道我必须使用距离公式。

标签: c# unity3d camera trigonometry mouse-position


【解决方案1】:

我找到了解决办法:

transform.rotation = Quaternion.RotateTowards(transform.rotation, getRotation, speed * Time.deltaTime);

【讨论】:

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