我正在尝试在Unity 4中进行3D观看模拟,用户可以在其中选择一个对象并移动鼠标围绕它旋转(360度)我已经拍了很多镜头试图让它工作,但我每个都失败了时间,任何帮助将不胜感激,如果它是用C#写的那就太棒了! (但它没有) 提前谢谢!
答案 0 :(得分:3)
MouseOrbit脚本执行此操作:
http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
只需将此脚本附加到相机对象中,然后在检查器中链接目标对象。
答案 1 :(得分:0)
这很完美。我做的唯一改变是向Camera Orbit添加一个脚本:
import tensorflow as tf
import data
def main(argv):
(train_x, train_y), (test_x, test_y) = data.load_data()
alphabet = ["a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n",
"o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "0"]
categorical_column_1 = tf.feature_column.categorical_column_with_vocabulary_list(key='Char1',
vocabulary_list=alphabet,
default_value=0, dtype=tf.string)
...
categorical_column_16 = tf.feature_column.categorical_column_with_vocabulary_list(key='Char16',
vocabulary_list=alphabet,
default_value=0, dtype=tf.string)
my_feature_columns = [
tf.feature_column.indicator_column(categorical_column_1),
...
tf.feature_column.indicator_column(categorical_column_16),
]
classifier = tf.estimator.DNNClassifier(
feature_columns=my_feature_columns, hidden_units=[16, 16], n_classes=4
)
batch_size = 100
train_steps = 100
classifier.train(
input_fn=lambda: data.train_input_fn(train_x, train_y, batch_size),
steps=train_steps)
eval_result = classifier.evaluate(
input_fn=lambda: data.test_input_fn(test_x, test_y, batch_size)
)
print("\nAccuracy with test data: {accuracy:0.2f}\n".format(**eval_result))
if __name__ == '__main__':
tf.logging.set_verbosity(tf.logging.INFO)
tf.app.run(main)
然后附上你的"播放器"对象输入控件,输入控件将转到播放器所在的位置,允许您跟踪播放器,以及旋转和鼠标滚轮缩放。花式。
localScale if语句意味着您目前只能放大和缩小。
此脚本现在唯一的问题是,如果缩小到15然后继续尝试缩小,相机会反弹。我确信这很容易解决,但我还没有把时间花在上面。
答案 2 :(得分:0)
您根本不需要CameraController,只需将相机的z旋转设置为-90。
答案 3 :(得分:0)
-用于鼠标按下并拖动 -我在这里修改了代码:http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
float mouseX = 0f;
float mouseY = 0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
GetMouseButtonDown_XY();
x += mouseX * xSpeed * distance * 0.02f;
y -= mouseY * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
Vector3 mousePosPrev;
void GetMouseButtonDown_XY()
{
if (Input.GetMouseButtonDown(0))
{
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
Vector3 newMousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
if (newMousePos.x < mousePosPrev.x)
{
mouseX = -1;
} else if (newMousePos.x > mousePosPrev.x)
{
mouseX = 1;
} else
{
mouseX = -0;
}
if (newMousePos.y < mousePosPrev.y)
{
mouseY = -1;
}
else if (newMousePos.y > mousePosPrev.y)
{
mouseY = 1;
}
else
{
mouseY = -0;
}
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
}