【问题标题】:Orbital rotation of the camera with two fingers in a unity两指合一的相机轨道旋转
【发布时间】:2022-01-08 09:20:17
【问题描述】:

几天来我一直无法弄清楚。您需要使用手机上的两根手指使相机围绕某个对象旋转。我用手指转了一圈,它应该会旋转。 我找到了一个解决方案,但由于某种原因,相机在旋转过程中经常抽搐,有时会非常强烈地转动,并且有一点移动。我怎样才能做得更好?

public void Execute()
    {
        if (_officeModel.Camera.orthographic) return;

        _camera = _officeModel.Camera.transform;

        var pos1 = CreateRaycast(Input.GetTouch(0).position);
        var pos2 = CreateRaycast(Input.GetTouch(1).position);
        var pos1b = CreateRaycast(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
        var pos2b = CreateRaycast(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);

        var screenCenter = _officeModel.SelectedObject == null ? CreateRaycast(new Vector3(Screen.width / 2, Screen.height / 2, 0)) : _officeModel.SelectedObject.transform.position; //Get screen center transform
        _camera.RotateAround(screenCenter, Vector3.up, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Vector3.up));
        _officeModel.CameraPos = _camera.position;
    }
    
    private Vector3 CreateRaycast(Vector3 direction)
    {
        RaycastHit hit;
        Vector3 point = Vector3.zero;
        Ray ray = _officeModel.Camera.ScreenPointToRay(direction);
        if (Physics.Raycast(ray, out hit))
            point = hit.point;
        return point;
    }

【问题讨论】:

    标签: c# unity3d rotation


    【解决方案1】:

    首先,您应该确保检查有 2 个位置没有开始或结束。

    另外,我不会使用光线投射来计算你的旋转角度,因为如果触摸的光线突然错过模型以及其他奇怪的情况,那会很尴尬。

    请务必注意RotateAround 的更改。

    public void Execute()
    {
        if (_officeModel.Camera.orthographic) return;
    
        _camera = _officeModel.Camera.transform;
    
        if (Input.touchCount < 2) 
        {
            return;
        }
        
        Touch touch0 = Input.GetTouch(0);
        switch (touch0.touchPhase) {
            case TouchPhase.Stationary:
                break;
            case TouchPhase.Moved:
                break;
            default: 
                return;
        }
    
        Touch touch1 = Input.GetTouch(1);
        switch (touch1.touchPhase) {
            case TouchPhase.Stationary:
                break;
            case TouchPhase.Moved:
                break;
            default:
                return;
        }
    
        var pos1 = touch0.position;
        var pos2 = touch1.position;
        var pos1b = touch0.position - touch0.deltaPosition;
        var pos2b = touch1.position - touch1.deltaPosition;
    
        // Get screen center transform
        var screenCenter = _officeModel.SelectedObject == null ? CreateRaycast(
                new Vector3(Screen.width / 2, Screen.height / 2, 0)) 
                : _officeModel.SelectedObject.transform.position; 
    
        _camera.RotateAround(screenCenter, Vector3.up, 
                 Vector3.SignedAngle(pos2b - pos1b, pos2 - pos1, Vector3.forward));
    
        _officeModel.CameraPos = _camera.position;
    }
    
    private Vector3 CreateRaycast(Vector3 direction)
    {
        RaycastHit hit;
        Vector3 point = Vector3.zero;
        Ray ray = _officeModel.Camera.ScreenPointToRay(direction);
        if (Physics.Raycast(ray, out hit))
            point = hit.point;
        return point;
    }
    

    【讨论】:

    • 非常感谢您的帮助,直到现在我才设法回答。一切正常!
    • @DavidBaranovsky 很高兴我能提供帮助,如果您觉得有帮助,请不要忘记 accept the answer。它给了我一些声誉积分,并帮助搜索面板上有类似问题的人看到这里有一个有用的答案。
    猜你喜欢
    • 1970-01-01
    • 2013-03-16
    • 1970-01-01
    • 2015-04-18
    • 2015-10-11
    • 2017-02-08
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    相关资源
    最近更新 更多