我目前正在尝试将对象(立方体,金字塔,圆环)对齐在一起。我为对象边界框的每个面分配了“允许捕捉”变量,并在发生碰撞时尝试找到彼此最接近的两侧。然后,我将主要对象移到碰撞侧并相应地旋转它。
代码如下:
private static Vector3[] sides = {
Vector3.up,
Vector3.forward,
Vector3.right,
Vector3.down,
Vector3.back,
Vector3.left
};
private void Snap() {
if (!snappedObject)
return;
if (lastSnapping > LeftController.GetLastSnappingToggle()) {
//we dont calculate new sides, only use the old ones
//but we have to check whether we are now further away
float dis = Vector3.Distance(GetWorldPositionFace(this.gameObject, lastSelf),
GetWorldPositionFace(snappedObject, lastOther));
float max = Mathf.Max(Mathf.Abs(size.x), Mathf.Max(Mathf.Abs(size.y), Mathf.Abs(size.z)));
if (dis > max)
return;
ApplyToOther(lastSelf, lastOther, snappedObject);
} else {
//we need to find both new closest sides
MeshSnapping other = snappedObject.GetComponent<MeshSnapping>();
float otherDis = float.MaxValue;
int otherSide = -1;
//find the closest side from the other object
for (int i = 0; i < NUM_SIDES; i++) {
float dis = Vector3.Distance(transform.position, GetWorldPositionFace(snappedObject, i));
if (dis < otherDis && other.sidesAllowed[i]) {
otherDis = dis;
otherSide = i;
}
}
//find the closest side of our object
float selfDis = float.MaxValue;
int selfSide = 0;
for (int i = 0; i < NUM_SIDES; i++) {
float dis = Vector3.Distance(GetWorldPositionFace(this.gameObject, i),
GetWorldPositionFace(snappedObject, otherSide));
if (dis < selfDis && sidesAllowed[i]) {
selfDis = dis;
selfSide = i;
}
}
//are we to far away or at a prohibited side?
float max = Mathf.Max(Mathf.Abs(size.x), Mathf.Max(Mathf.Abs(size.y), Mathf.Abs(size.z)));
if (selfDis > max)
return;
ApplyToOther(selfSide, otherSide, snappedObject);
//save the sides for next iteration
lastSelf = selfSide;
lastOther = otherSide;
}
lastSnapping = Time.time;
}
private void OnCollisionEnter(Collision collision) {
snappedObject = collision.gameObject;
}
private void OnCollisionExit(Collision collision) {
snappedObject = null;
}
private Vector3 GetWorldPositionFace(GameObject other, int i) {
//get the side in local coordinates, scaled to size
Vector3 otherLocalSize = other.transform.localScale;
Vector3 otherSidePoint = new Vector3(otherLocalSize.x * sides[i].x, otherLocalSize.y * sides[i].y, otherLocalSize.z * sides[i].z) / 2f;
//rotate it according to world position
Vector3 dir = (other.transform.rotation * otherSidePoint);
//actually move it to world position
Vector3 center = other.transform.position + dir;
return center;
}
private void ApplyToOther(int selfI, int otherI, GameObject other) {
//first get the midpoint of face of other go
Vector3 edge = GetWorldPositionFace(other, otherI);
Vector3 dir = edge - other.transform.position;
RotateSides(selfI, otherI, dir);
selfI = (selfI + NUM_SIDES / 2) % NUM_SIDES;
//get midpoint of face of self go
edge += GetWorldPositionFace(this.gameObject, selfI) - transform.position;
//now move towards the combination
transform.position = edge;
}
private void RotateSides(int selfI, int otherI, Vector3 dir) {
//rotate self side towards this point
switch (selfI) {
case 0: transform.up = -dir; break;
case 1: transform.forward = -dir; break;
case 2: transform.right = -dir; break;
case 3: transform.up = dir; break;
case 4: transform.forward = dir; break;
case 5: transform.right = dir; break;
}
}
我可以通过变换方向向量,将对象当前的旋转和位置应用于边界向量来找到边界框的每个中点(请参阅GetWorldPositionFace())。找到最佳组合后,ApplyToOther()将对象移动到位置并根据选定的脸部法线对其进行旋转。到目前为止一切顺利,但结果是not aligned。如您所见,前表面朝向的方向不同,即我想使上立方体绕着transform.up轴旋转此量。 This将是我想要的结果。
但是,如果我添加
float angle = Vector3.Angle(transform.forward, snappedObject.transform.forward);
transform.Rotate(transform.up, angle);
到RotateSides()函数,结果为this。旋转轴错误。
使用
Quaternion.FromToRotation(transform.up, snappedObject.transform.up)
也不起作用。
我想念什么?感谢您的帮助!
答案 0 :(得分:0)
我发现了我的问题。通过分别设置transform.forward和transform.up(例如,将transform.rotate绕轴旋转),只有其中之一是正确的。使用Quaternion.LookRotation()可以解决这个问题。