我有一个场景,其中有一个摄像机绕着180°半球的枢轴旋转。一切都按预期工作,但现在我想将相机指向半球的某个固定坐标(可能以一种平滑的方式)。有人可以给我一些提示吗?我将发布我现在正在使用的代码。
public class CameraOrbitTouch : MonoBehaviour {
protected Transform _XForm_Camera;
protected Transform _XForm_Parent;
protected Vector3 _LocalRotation;
protected float _CameraDistance = 10f;
// The rate of change of the field of view in perspective mode.
public float perspectiveZoomSpeed = 0.2f;
public float OrbitDampening = 30f;
public float ScrollDampening = 18f;
public bool CameraDisabled = false;
public bool moving = false;
// Use this for initialization
void Start() {
this._XForm_Camera = this.transform;
this._XForm_Parent = this.transform.parent;
}
void LateUpdate() {
if (Input.GetKeyDown(KeyCode.LeftShift))
CameraDisabled = !CameraDisabled;
if (!CameraDisabled)
{
//Rotation of the Camera based on Mouse Coordinates
if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
moving = true;
_LocalRotation.x += Input.touches[0].deltaPosition.x ;
_LocalRotation.y += Input.touches[0].deltaPosition.y;
//Clamp the y Rotation to horizon and not flipping over at the top
if (_LocalRotation.y < 0f)
_LocalRotation.y = 0f;
else if (_LocalRotation.y > 90f)
_LocalRotation.y = 90f;
}
//Zooming Input from our Mouse Scroll Wheel
if ((Input.touchCount == 2)&& (Input.GetTouch(0).phase == TouchPhase.Moved) && (Input.GetTouch(1).phase == TouchPhase.Moved))
{
moving = true;
// Store both touches.
Touch touchZero = Input.GetTouch(0);
Touch touchOne = Input.GetTouch(1);
// Find the position in the previous frame of each touch.
Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
// Find the magnitude of the vector (the distance) between the touches in each frame.
float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;
// Find the difference in the distances between each frame.
float deltaMagnitudeDiff = (prevTouchDeltaMag - touchDeltaMag);
//this._CameraDistance += deltaMagnitudeDiff * -1f;
this._CameraDistance += deltaMagnitudeDiff * perspectiveZoomSpeed;
this._CameraDistance = Mathf.Clamp(this._CameraDistance, 1.5f, 100f);
}
}
if (moving)
{
//Actual Camera Rig Transformations
Quaternion QT = Quaternion.Euler(_LocalRotation.y, _LocalRotation.x, 0);
this._XForm_Parent.rotation = Quaternion.Lerp(this._XForm_Parent.rotation, QT, Time.deltaTime * OrbitDampening);
if (this._XForm_Camera.localPosition.z != this._CameraDistance * -1f)
{
this._XForm_Camera.localPosition = new Vector3(0f, 0f,Mathf.Lerp(this._XForm_Camera.localPosition.z, this._CameraDistance * -1f, Time.deltaTime * ScrollDampening));
}
moving = false;
}
}
}
我可以用这样的东西
string selectedObj = "CameraPivot";
camera = GameObject.Find(selectedObj);
camera.transform.rotation = Quaternion.Euler(90.0f, 0.0f, 100.0f);
但是我认为使它正常工作不是正确的选择...