效果展示
进行调整将灯光放到Main Camera下,旋转的时候光就一直打在这面。

1.观察模型脚本
public class Smooth3DCamera : MonoBehaviour
{
public Transform pivot;
public Vector3 pivotOffset = Vector3.zero;
public Transform target;
public float distance = 10.0f;
public float minDistance = 2f;
public float maxDistance = 15f;
public float zoomSpeed = 1f;
public float xSpeed = 250.0f;
public float ySpeed = 250.0f;
public bool allowYTilt = true;
public float yMinLimit = -90f;
public float yMaxLimit = 90f;
private float x = 0.0f;
private float y = 0.0f;
private float targetX = 0f;
private float targetY = 0f;
public float targetDistance = 0f;
private float xVelocity = 1f;
private float yVelocity = 1f;
private float zoomVelocity = 1f;
private void Start()
{
var angles = transform.eulerAngles;
targetX = x = angles.x;
targetY = y = ClampAngle(angles.y, yMinLimit, yMaxLimit);
targetDistance = distance;
}
private void LateUpdate()
{
if (!pivot) return;
var scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll> 0.0f) targetDistance -= zoomSpeed;
else if (scroll < 0.0f)
targetDistance += zoomSpeed;
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
if (Input.GetMouseButton(1) || (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))))
{
targetX += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
if (allowYTilt)
{
targetY -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
targetY = ClampAngle(targetY, yMinLimit, yMaxLimit);
}
}
x = Mathf.SmoothDampAngle(x, targetX, ref xVelocity, 0.3f);
y = allowYTilt ? Mathf.SmoothDampAngle(y, targetY, ref yVelocity, 0.3f) : targetY;
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.SmoothDamp(distance, targetDistance, ref zoomVelocity, 1f);
Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + pivot.position + pivotOffset;
transform.rotation = rotation;
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360) angle += 360;
if (angle > 360) angle -= 360;
return Mathf.Clamp(angle, min, max);
}
核心代码解读:
1. Mathf.Clamp中传入三个参数:value,min,max限制 value的值在min,max之间,如果value大于max,则返回max,如果value小于min,则返回min,
否则返回value;
3. x = Mathf.SmoothDampAngle(x, targetX, ref xVelocity, 0.3f);Mathf.SmoothDampAngle结合 Update函数,会使得x逐渐变成 targetX。
而第四个参数smoothTime越大,x逐渐变成targetX这个过程就越慢,反之soomthTime越小,这个变化过程越快。
4. Quaternion rotation = Quaternion.Euler(y, x, 0); 通过变化得到的x,y值获取目标旋转角度。
5. rotation * new Vector3(0.0f, 0.0f, -distance) 表示Quaternion对象与Vector3对象相乘主要用于自身移动变换。transform对应的对象会沿着自身坐标系中向量new Vector3(0.0f, 0.0f, -distance) 的方向移动new Vector3(0.0f, 0.0f, -distance) 的模长的距离。transform.rotation与new Vector3(0.0f, 0.0f, -distance) 相乘可以确定移动的方向和距离。
2.脚本的使用
将Smooth3DCamera脚本应用于Main Camera中并设置Pivot为Switch模型。调整Pivot Offset偏移量。

3.UI界面

本文介绍了一个用于Unity 3D项目的Smooth3DCamera脚本,该脚本能够实现相机平滑跟随及旋转功能,并支持鼠标滚轮缩放和平滑阻尼效果。文中详细解析了核心代码的作用及实现原理。

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