【问题标题】:Tilt Model According to Acceleration Unity根据加速度单位倾斜模型
【发布时间】:2019-12-26 16:04:54
【问题描述】:

我已经在CharacterController 上工作了一段时间(这是当前代码):

using UnityEngine;

[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
    public GameObject playerCamera;
    public GameObject playerModel;

    CharacterController controller;
    float speed = 400f;
    Vector3 lastVelocity;

    void Start()
    {
        controller = GetComponent<CharacterController>();
        lastVelocity = controller.velocity;
    }

    Vector3 ScaleDirectionVector(Vector3 direction)
    {
        float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
        return new Vector3(
            direction.x * multiplier,
            0,
            direction.z * multiplier
        );
    }

    void Move()
    {
        Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
        moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
        moveVector *= speed * Time.deltaTime;
        controller.SimpleMove(moveVector);
        playerModel.transform.position = transform.position;
    }

    void RotateToVelocity()
    {
        Vector3 lookAt = transform.position + controller.velocity.normalized;
        Vector3 targetPostition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
        if (targetPostition - transform.position != Vector3.zero)
        {
            Quaternion q = Quaternion.LookRotation(targetPostition - transform.position);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
        }

    }

    Vector3 CalculateTilt(Vector3 acceleration)
    {
        return new Vector3(
            acceleration.z,
            0,
            acceleration.x
        );
    }

    void TiltToAcceleration()
    {
        Vector3 centerOfMass = controller.center + controller.transform.position;
        Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
        Vector3 tilt = CalculateTilt(acceleration);
        Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
        playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
    }

    void FixedUpdate()
    {
        Move();
        RotateToVelocity();
        TiltToAcceleration();
        lastVelocity = controller.velocity / Time.deltaTime;
    }
}

几天来,我一直在为玩家的模型添加“加速倾斜”效果。

重要的是要注意脚本附加到@987654323 @ 附有CharacterController,而 playerModel 是场景中的一个单独对象,我试图阻止一些 这种方式的局部-全局旋转问题(我可能在这里错了)

出于某种原因(这是代码的最佳变体),只有在朝正 z 方向加速时,加速度倾斜才看起来合适。
现在,我知道这与三角函数有关,但我在计算中尝试了 Sin(transform.eulerAngles.y) or Cos(transform.eulerAngles.y) * something 的许多变体,但仍然无法使其正常工作。

有人可以指出我的错误吗?谢谢大家。

注意:模型运动中也有奇怪的抖动,如果有人也能帮助我,那就太好了。

【问题讨论】:

    标签: c# unity3d rotation trigonometry


    【解决方案1】:

    想通了,这是一个很容易修复的错误,虽然抖动仍然是一个问题,但模型现在可以正确倾斜。
    代码如下:

    using UnityEngine;
    
    [RequireComponent(typeof(CharacterController))]
    class MomentumMovement : MonoBehaviour
    {
        public GameObject playerCamera;
        public GameObject playerModel;
    
        CharacterController controller;
        float speed = 400f;
        Vector3 lastVelocity;
    
        void Start()
        {
            controller = GetComponent<CharacterController>();
            lastVelocity = controller.velocity;
        }
    
        Vector3 ScaleDirectionVector(Vector3 direction)
        {
            float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
            return new Vector3(
                direction.x * multiplier,
                0,
                direction.z * multiplier
            );
        }
    
        void Move()
        {
            Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
            moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
            moveVector *= speed * Time.deltaTime;
            controller.SimpleMove(moveVector);
            playerModel.transform.position = transform.position;
        }
    
        void RotateToVelocity()
        {
            Vector3 lookAt = transform.position + controller.velocity.normalized;
            Vector3 targetPosition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
            if (targetPosition - transform.position != Vector3.zero)
            {
                Quaternion q = Quaternion.LookRotation(targetPosition - transform.position);
                transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
            }
    
        }
    
        Vector3 CalculateTilt(Vector3 acceleration)
        {
            Vector3 tiltAxis = Vector3.Cross(acceleration, Vector3.up);
            tiltAxis.y = 0;
            Quaternion targetRotation = Quaternion.AngleAxis(30, tiltAxis) * transform.rotation;
            return targetRotation.eulerAngles;
        }
    
        void TiltToAcceleration()
        {
            Vector3 centerOfMass = controller.center + controller.transform.position;
            Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
            Vector3 tilt = CalculateTilt(acceleration);
            Quaternion targetRotation = Quaternion.Euler(tilt);
            playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
        }
    
        void FixedUpdate()
        {
            Move();
            RotateToVelocity();
            TiltToAcceleration();
            lastVelocity = controller.velocity / Time.deltaTime;
        }
    }
    

    我最终计算了要旋转的轴(这是世界的“向上”方向与加速度矢量之间的叉积)并在其上手动将模型旋转 30 度。

    现在这是我以前尝试过的东西,但问题的关键在于这一行:

    Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
    

    后来改为:

    Quaternion targetRotation = Quaternion.Euler(tilt);
    

    希望我的代码能帮助任何人!

    编辑:这是没有大部分抖动的新版本代码:

    using UnityEngine;
    
    [RequireComponent(typeof(CharacterController))]
    class MomentumMovement : MonoBehaviour
    {
        public GameObject playerCamera;
        public GameObject playerModel;
    
        CharacterController controller;
        float speed = 400f;
        Vector3 lastVelocity;
    
        void Start()
        {
            controller = GetComponent<CharacterController>();
            lastVelocity = controller.velocity;
        }
    
        Vector3 ScaleDirectionVector(Vector3 direction)
        {
            float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
            return new Vector3(
                direction.x * multiplier,
                0,
                direction.z * multiplier
            );
        }
    
        void Move()
        {
            Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
            moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
            moveVector *= speed * Time.deltaTime;
            controller.SimpleMove(moveVector);
            playerModel.transform.position = transform.position;
        }
    
        void RotateToVelocity()
        {
            Vector3 lookAt = transform.position + controller.velocity.normalized;
            Vector3 targetPosition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
            if (targetPosition - transform.position != Vector3.zero)
            {
                Quaternion q = Quaternion.LookRotation(targetPosition - transform.position);
                transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
            }
    
        }
    
        Vector3 CalculateTilt(Vector3 acceleration)
        {
            acceleration.y = 0;
            Vector3 tiltAxis = Vector3.Cross(acceleration, Vector3.up);
            float angle = Mathf.Clamp(-acceleration.magnitude, -30, 30);
            Quaternion targetRotation = Quaternion.AngleAxis(angle, tiltAxis) * transform.rotation;
            return targetRotation.eulerAngles;
        }
    
        void TiltToAcceleration()
        {
            Vector3 centerOfMass = controller.center + controller.transform.position;
            Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
            Vector3 tilt = CalculateTilt(acceleration);
            Quaternion targetRotation = Quaternion.Euler(tilt);
            playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
        }
    
        void FixedUpdate()
        {
            Move();
            RotateToVelocity();
            TiltToAcceleration();
            lastVelocity = controller.velocity / Time.deltaTime;
        }
    }
    
    

    【讨论】:

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