【发布时间】:2021-11-12 22:47:01
【问题描述】:
您好,我正在尝试创建一种 MMO 相机风格,玩家可以拖动以环顾角色,当他向前移动时,相机会慢慢旋转回玩家身后,当相机重置时,它会选择移动玩家的左侧或右侧是最短路径。目前,当您需要将 360 度旋转到 0 度时,下面的代码不起作用。
[example of working][1]
[example of working][2]
[example of not working][3]
[1]: https://i.stack.imgur.com/LblS0.png
[2]: https://i.stack.imgur.com/ujiSs.png
[3]: https://i.stack.imgur.com/zpHGE.png
float yMaxRotation; //is our target rotation (our Green Pointer)
float yRotation; //is our camera rotation (our Grey Pointer)
yMaxRotation = target.rotation.Z - (MathHelper.PiOver2);
yMaxRotation = yMaxRotation % MathHelper.ToRadians(360);
if (yMaxRotation < 0) yMaxRotation += MathHelper.ToRadians(360);
float newRotation = yMaxRotation;
if (yMaxRotation <= MathHelper.ToRadians(90) && yRotation >= MathHelper.ToRadians(270))
{
newRotation = yMaxRotation - MathHelper.ToRadians(360);
}
if (yMaxRotation >= MathHelper.ToRadians(270) && yRotation <= MathHelper.ToRadians(90))
{
newRotation = yMaxRotation + MathHelper.ToRadians(360);
}
if (yRotation <= newRotation)
{
yRotation += (newRotation - yRotation) / 15;
}
if (yRotation > newRotation)
{
yRotation -= Math.Abs(newRotation - yRotation) / 15;
}
对于处理距离和方向的相机,它会在每次更新时调用此代码
Position //is our cameras position
newPos //is our players character position - the offset (push camera back and up)
Vector3 newPos = ((target.position - target.positionOffset) + new Vector3(0, 0, 18));
SetLookAt(Position, newPos, Vector3.Backward);
【问题讨论】:
标签: c# math camera rotation monogame