为什么我的相机轨道在负z中飞行?

时间:2015-11-12 22:41:38

标签: c# unity3d orbital-mechanics

我从一个一年前的团结线程中解除了大部分代码。每当我运行它时,我的相机会很快地在负z方向上运行。我整天都在调整这些变量,但没有任何东西让它为我点击。

z每帧改变5个单位,这正是我为相机距离设置的。这似乎是理解这个问题的关键。我的部分问题是,我只能使用变换和欧拉角几乎无法掌握移动物体。谢谢你的时间。

public GameObject cameraTarget = null;

public float cameraSpeedX = 120.0f; //x sensitivity
public float cameraSpeedY = 120.0f; //y sensitivity
public float cameraVelocityX = 0.0f;
public float cameraVelocityY = 0.0f;
public float cameraRotationX = 0.0f;
public float cameraRotationY = 0.0f;

public float cameraLimitMinY = -20f;
public float cameraLimitMaxY = 80f;

public float cameraDistance = 5.0f;
public float cameraDdistanceMin = 0.5f;
public float cameraDistanceMax = 15.0f;

// Use this for initialization
void Start () {
    gameObject.AddComponent<MeshFilter>();
    gameObject.AddComponent<MeshRenderer>();
    Vector3 angles = transform.eulerAngles;
    cameraRotationX = angles.x;
    cameraRotationY = angles.y;

    // Make the rigid body not change rotation
    if(GetComponent<Rigidbody>()){GetComponent<Rigidbody>().freezeRotation = true;}
    cameraTarget = gameObject;

}

void LateUpdate(){
    if (cameraTarget){
        if (Input.GetMouseButton(1)){
            cameraVelocityX += cameraSpeedX * Input.GetAxis("Mouse X") * 0.02f;
            cameraVelocityY += cameraSpeedY * Input.GetAxis("Mouse Y") * 0.02f;
        }

        cameraRotationY += cameraVelocityX;
        cameraRotationX -= cameraVelocityY;

        cameraRotationX = ClampAngle(cameraRotationX, cameraLimitMinY, cameraLimitMaxY);

        //Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
        Quaternion toRotation = Quaternion.Euler(cameraRotationX, cameraRotationY, 0);
        Quaternion rotation = toRotation;

        Vector3 negDistance = new Vector3(0.0f, 0.0f, -cameraDistance);
        Vector3 position = rotation * negDistance + cameraTarget.transform.position;

        transform.rotation = rotation;
        transform.position = position;

        cameraVelocityX = Mathf.Lerp(cameraVelocityX, 0, Time.deltaTime * 2.0f);
        cameraVelocityY = Mathf.Lerp(cameraVelocityY, 0, Time.deltaTime * 2.0f);

        print ("POSITION:"+transform.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);
}

1 个答案:

答案 0 :(得分:0)

出于某种原因,我认为将相机脚本和游戏对象生成放在同一个对象中是个好主意。相机变换正在应用于自身,这导致相机无休止地试图自己落后。感谢mprivat的见解。