Unity第一视角MouseLook源码分析

摘要:

本文对Unity第一视角MouseLook源码继续深入分析,并引用一些四元数的数学概念来阐述代码工作原理。

导入资源:

在Project栏导入Characters,其中里面包含FirstPersonCharacters相关资源。


源码文件:

Characters->FirstPersonCharacters->script->MouseLook.cs


源码附注释:

public class MouseLook
    {
        public float XSensitivity = 2f;//X灵敏度
        public float YSensitivity = 2f;//Y灵敏度
        public bool clampVerticalRotation = true;//是否夹紧视角
        public float MinimumX = -90F;//绕x轴旋转角度,低头极限
        public float MaximumX = 90F;//绕x轴旋转角度,抬头极限
        public bool smooth;//是否开启平滑视角过度
        public float smoothTime = 5f;//平滑时间


        private Quaternion m_CharacterTargetRot;//角色旋转的目标角度(角色旋转会带动相机旋转)
        private Quaternion m_CameraTargetRot;//相机旋转的目标角度(相机旋转不会带动角色旋转)


        public void Init(Transform character, Transform camera)
        {
            m_CharacterTargetRot = character.localRotation;
            m_CameraTargetRot = camera.localRotation;
        }


        public void LookRotation(Transform character, Transform camera)
        {
            float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
            float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
			//请注意,mouseX转换为y轴旋转,mouseY转换为x轴旋转
            m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);//左右视角
            m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);//上下视角

            if(clampVerticalRotation)//夹紧x轴旋转角度[-90,90],亦即上下视角,默认开启
                m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);


            if(smooth)
            {   //划动视角时,是否开启平滑模式,slerp进行插值,默认关闭
                character.localRotation = Quaternion.Slerp (character.localRotation, 

m_CharacterTargetRot,
                    smoothTime * Time.deltaTime);
                camera.localRotation = Quaternion.Slerp (camera.localRotation, 

m_CameraTargetRot,
                    smoothTime * Time.deltaTime);
            }
            else
            {
                character.localRotation = m_CharacterTargetRot;
                camera.localRotation = m_CameraTargetRot;
            }
        }


        Quaternion ClampRotationAroundXAxis(Quaternion q)
        {
            q.x /= q.w;
            q.y /= q.w;
            q.z /= q.w;
            q.w = 1.0f;
            //见下文对四元数的解释
            //Rad2Deg弧度转度,Deg2Rad度转弧度
            float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
            //Mathf.Clamp将数值归入到指定区间,如数值已在区间内无变化,若数值超出区间则就近归入到区间端点。
            angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
            //Tan为三角函数
            q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);

            return q;
        }

    }

四元数:

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