平滑的相机旋转统一
Smooth camera rotation unity
我用相机创造第三人称。相机将与鼠标移动同步移动。我为相机移动创建脚本,它的工作,但当速度很高时,一切都开始摇晃。
如何强制相机移动平滑?
Vector3 rotation = new Vector3();
rotation = this.transform.rotation.eulerAngles;
float ver = Input.mousePosition.y - mouse_position.y;
difference_y = difference_y ?? ver;
rotation.y += (float)(((Input.mousePosition.x - mouse_position.x) / one_degree_per_pixel_hor));
rotation.x += (float)((-(Input.mousePosition.y - mouse_position.y) / one_degree_per_pixel_ver));
rotation.z = 0;
if (difference_y != 0) {
// Forward tilt
if (difference_y < 0) {
if (rotation.x > max_slope_forward && rotation.x < max_slope_back) rotation.x = max_slope_forward;
}
// Back tilt
else {
if (rotation.x < max_slope_back && rotation.x > max_slope_forward && rotation.x != max_slope_forward) rotation.x = max_slope_back;
}
}
difference_y = ver;
this.transform.Rotate(new Vector3(-Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X"), 0),Time.deltaTime*SpeedRotation);
rotation = this.transform.rotation.eulerAngles;
rotation.z = 0;
this.transform.rotation = Quaternion.Euler(rotation);
mouse_position = Input.mousePosition;
我建议使用线性插值(lerp 函数),在评论中也建议使用 JinJi。
Here为官方教程
Lerp函数会在间隔时间平滑地将值from
更改为值to
。
Lerp(float from, float to, float time)
用你的代码,你的代码做这样的事情
// Save the original rotation
OrgRotation = this.transform.rotation.eulerAngles;
rotation = OrgRotation;
// Do your stuff here
this.transform.rotation = Quaternion.Lerp(OrgRotation, Quaternion.Euler(rotation), 0.5f);
我用相机创造第三人称。相机将与鼠标移动同步移动。我为相机移动创建脚本,它的工作,但当速度很高时,一切都开始摇晃。
如何强制相机移动平滑?
Vector3 rotation = new Vector3();
rotation = this.transform.rotation.eulerAngles;
float ver = Input.mousePosition.y - mouse_position.y;
difference_y = difference_y ?? ver;
rotation.y += (float)(((Input.mousePosition.x - mouse_position.x) / one_degree_per_pixel_hor));
rotation.x += (float)((-(Input.mousePosition.y - mouse_position.y) / one_degree_per_pixel_ver));
rotation.z = 0;
if (difference_y != 0) {
// Forward tilt
if (difference_y < 0) {
if (rotation.x > max_slope_forward && rotation.x < max_slope_back) rotation.x = max_slope_forward;
}
// Back tilt
else {
if (rotation.x < max_slope_back && rotation.x > max_slope_forward && rotation.x != max_slope_forward) rotation.x = max_slope_back;
}
}
difference_y = ver;
this.transform.Rotate(new Vector3(-Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X"), 0),Time.deltaTime*SpeedRotation);
rotation = this.transform.rotation.eulerAngles;
rotation.z = 0;
this.transform.rotation = Quaternion.Euler(rotation);
mouse_position = Input.mousePosition;
我建议使用线性插值(lerp 函数),在评论中也建议使用 JinJi。
Here为官方教程
Lerp函数会在间隔时间平滑地将值from
更改为值to
。
Lerp(float from, float to, float time)
用你的代码,你的代码做这样的事情
// Save the original rotation
OrgRotation = this.transform.rotation.eulerAngles;
rotation = OrgRotation;
// Do your stuff here
this.transform.rotation = Quaternion.Lerp(OrgRotation, Quaternion.Euler(rotation), 0.5f);