变换旋转(Slerp) - Unity

时间:2016-06-30 12:19:14

标签: unity3d camera rotation unityscript

我试图用空格键改变主摄像机的位置和旋转。 要改变位置我没有问题,但发现问题是在z轴上旋转相机。 最初旋转设置为359.9f,按空格键后旋转设置为179.9f,但当我返回原始旋转(359.9f)时,旋转方向不同。

这是我的代码:

using UnityEngine;
using System.Collections;

public class Untitled : MonoBehaviour {

    //Lerp Position
    private Vector3 start;
    private Vector3 end;

    //Lerp Time
    private float lerpTime = 3f;
    private float currentLerpTime = 0;

    // Camera Up - Down
    public bool up = false;


    void Update () {

        start = Camera.main.transform.position;
        end = new Vector3 (Camera.main.transform.position.x, 105, Camera.main.transform.position.z);

        //Quaternions
        Quaternion RotationA = Quaternion.Euler (0, 0, 179.9f);
        Quaternion RotationB = Quaternion.Euler (0,0, 359.9f);

        // Inputs
        if (Input.GetKey (KeyCode.Space) && Camera.main.transform.position.y < 8f)
        {
            up = true;
            currentLerpTime = 0;
            lerpTime = 3f;
        }

        if (Input.GetKey (KeyCode.Space) && Camera.main.transform.position.y > 103f)
        {
            up = false;
            currentLerpTime = 0;
            lerpTime = 3f;
        }

        // When the camera is down (Lerp/Slerp)
        if (up == false)
        {

        currentLerpTime += Time.deltaTime;

        if (currentLerpTime >= lerpTime)
        {
            currentLerpTime = lerpTime;
        }

        float Perc = currentLerpTime / lerpTime;

        start = Camera.main.transform.position;
        Camera.main.transform.position = Vector3.Lerp (start, new Vector3 (Camera.main.transform.position.x, 105, Camera.main.transform.position.z), Perc);
        Camera.main.transform.rotation = Quaternion.Slerp (Camera.main.transform.rotation, RotationA, Perc);

        }


        // When the camera is up (Lerp/Slerp)

        if (up == true)
        {

        currentLerpTime += Time.deltaTime;

        if (currentLerpTime >= lerpTime)
        {
            currentLerpTime = lerpTime;
        }

        float Perc = currentLerpTime / lerpTime;

        end = Camera.main.transform.position;
        Camera.main.transform.position = Vector3.Lerp (end, new Vector3(Camera.main.transform.position.x, 6, Camera.main.transform.position.z), Perc);
        Camera.main.transform.rotation = Quaternion.Slerp (Camera.main.transform.rotation, RotationB, Perc);

        }
    }
}

我还尝试了另一种旋转方法,但没有任何改变:

Camera.main.transform.rotation = Quaternion.Slerp (Camera.main.transform.rotation, Quaternion.AngleAxis(179.9f, Vector3.forward), Perc)

Camera.main.transform.rotation = Quaternion.Slerp (Camera.main.transform.rotation, Quaternion.AngleAxis(359.9f, Vector3.forward), Perc)

我该如何解决?提前谢谢。

1 个答案:

答案 0 :(得分:0)

你的程序所做的是在两次旋转之间交替,这两次旋转占球体旋转的一半。为达到理想的效果,第二次旋转应朝向0角。在您当前的程序中,它会旋转回360度。

目前如何运作:
1.第一次旋转359.9f - > 179.9f(浮动减少)
2.第二次旋转179.9f - > 359.9f(浮动增加)
3.(从1开始重复。)

您认为它应该如何运作:
1.第一次旋转359.9f - > 179.9f(浮动减少)
2.第二次旋转179.9f - > 0.0f(浮点数减少,当值达到零时可能重置为359.9f)

要遵循您的编码风格,只需添加一个轮换:

//Quaternions
Quaternion RotationA = Quaternion.Euler (0, 0, 179.9f);
Quaternion RotationB = Quaternion.Euler (0,0, 359.9f);
Quaternion RotationC = Quaternion.Euler (0,0, 0.0f);

然后更改另一个旋转以使用RotationC

// When the camera is up (Lerp/Slerp)

if (up == true)
{
    ...

    (Camera.main.transform.rotation, RotationC, Perc);    
}

最后在旋转到零时重置为默认值:

void Update () {
    if(Camera.main.transform.rotation == RotationC){
        Camera.main.transform.rotation = RotationB;
    }
}