根据加速度单位的倾斜模型

问题描述 投票:2回答:1

我已经在CharacterController上工作了一段时间(这是当前代码):

using UnityEngine;

[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
    public GameObject playerCamera;
    public GameObject playerModel;

    CharacterController controller;
    float speed = 400f;
    Vector3 lastVelocity;

    void Start()
    {
        controller = GetComponent<CharacterController>();
        lastVelocity = controller.velocity;
    }

    Vector3 ScaleDirectionVector(Vector3 direction)
    {
        float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
        return new Vector3(
            direction.x * multiplier,
            0,
            direction.z * multiplier
        );
    }

    void Move()
    {
        Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
        moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
        moveVector *= speed * Time.deltaTime;
        controller.SimpleMove(moveVector);
        playerModel.transform.position = transform.position;
    }

    void RotateToVelocity()
    {
        Vector3 lookAt = transform.position + controller.velocity.normalized;
        Vector3 targetPostition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
        if (targetPostition - transform.position != Vector3.zero)
        {
            Quaternion q = Quaternion.LookRotation(targetPostition - transform.position);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
        }

    }

    Vector3 CalculateTilt(Vector3 acceleration)
    {
        return new Vector3(
            acceleration.z,
            0,
            acceleration.x
        );
    }

    void TiltToAcceleration()
    {
        Vector3 centerOfMass = controller.center + controller.transform.position;
        Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
        Vector3 tilt = CalculateTilt(acceleration);
        Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
        playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
    }

    void FixedUpdate()
    {
        Move();
        RotateToVelocity();
        TiltToAcceleration();
        lastVelocity = controller.velocity / Time.deltaTime;
    }
}

而且我在播放器的模型上添加“加速倾斜”效果已经停留了几天。[请务必注意,脚本已附加到GameObject并附加了CharacterController,虽然playerModel是场景中的一个独立对象,但我试图防止某些情况发生。这种方式的局部-全局旋转问题(我在这里可能是错误的)由于某种原因(这是代码的最佳变化),加速度倾斜仅在朝正z加速时才看起来合适。现在,我知道这与三角学有关,但是我在计算中尝试了Sin(transform.eulerAngles.y) or Cos(transform.eulerAngles.y) * something的多种变体,但仍然无法使其正常工作。有人可以指出我的错误吗?谢谢大家。

注:模型运动中也有怪异的抖动,如果有人也可以帮助我,那将是很好的。

c# unity3d rotation trigonometry
1个回答
0
投票

弄清楚,这是一个很容易解决的错误,尽管抖动仍然是一个问题,但模型现在可以正确倾斜了。这是代码:

using UnityEngine;

[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
    public GameObject playerCamera;
    public GameObject playerModel;

    CharacterController controller;
    float speed = 400f;
    Vector3 lastVelocity;

    void Start()
    {
        controller = GetComponent<CharacterController>();
        lastVelocity = controller.velocity;
    }

    Vector3 ScaleDirectionVector(Vector3 direction)
    {
        float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
        return new Vector3(
            direction.x * multiplier,
            0,
            direction.z * multiplier
        );
    }

    void Move()
    {
        Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
        moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
        moveVector *= speed * Time.deltaTime;
        controller.SimpleMove(moveVector);
        playerModel.transform.position = transform.position;
    }

    void RotateToVelocity()
    {
        Vector3 lookAt = transform.position + controller.velocity.normalized;
        Vector3 targetPosition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
        if (targetPosition - transform.position != Vector3.zero)
        {
            Quaternion q = Quaternion.LookRotation(targetPosition - transform.position);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
        }

    }

    Vector3 CalculateTilt(Vector3 acceleration)
    {
        Vector3 tiltAxis = Vector3.Cross(acceleration, Vector3.up);
        tiltAxis.y = 0;
        Quaternion targetRotation = Quaternion.AngleAxis(30, tiltAxis) * transform.rotation;
        return targetRotation.eulerAngles;
    }

    void TiltToAcceleration()
    {
        Vector3 centerOfMass = controller.center + controller.transform.position;
        Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
        Vector3 tilt = CalculateTilt(acceleration);
        Quaternion targetRotation = Quaternion.Euler(tilt);
        playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
    }

    void FixedUpdate()
    {
        Move();
        RotateToVelocity();
        TiltToAcceleration();
        lastVelocity = controller.velocity / Time.deltaTime;
    }
}

我最终计算出要旋转的轴(这是世界的“向上”方向与加速度矢量之间的叉积),并在其上手动旋转模型30度。现在这是我之前尝试过的东西,但是问题的关键在这行:

Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);

后来更改为:

Quaternion targetRotation = Quaternion.Euler(tilt);

希望我的代码可以帮助任何人!

Edit:这是代码的新版本,没有太多抖动:

using UnityEngine;

[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
    public GameObject playerCamera;
    public GameObject playerModel;

    CharacterController controller;
    float speed = 400f;
    Vector3 lastVelocity;

    void Start()
    {
        controller = GetComponent<CharacterController>();
        lastVelocity = controller.velocity;
    }

    Vector3 ScaleDirectionVector(Vector3 direction)
    {
        float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
        return new Vector3(
            direction.x * multiplier,
            0,
            direction.z * multiplier
        );
    }

    void Move()
    {
        Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
        moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
        moveVector *= speed * Time.deltaTime;
        controller.SimpleMove(moveVector);
        playerModel.transform.position = transform.position;
    }

    void RotateToVelocity()
    {
        Vector3 lookAt = transform.position + controller.velocity.normalized;
        Vector3 targetPosition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
        if (targetPosition - transform.position != Vector3.zero)
        {
            Quaternion q = Quaternion.LookRotation(targetPosition - transform.position);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
        }

    }

    Vector3 CalculateTilt(Vector3 acceleration)
    {
        acceleration.y = 0;
        Vector3 tiltAxis = Vector3.Cross(acceleration, Vector3.up);
        float angle = Mathf.Clamp(-acceleration.magnitude, -30, 30);
        Quaternion targetRotation = Quaternion.AngleAxis(angle, tiltAxis) * transform.rotation;
        return targetRotation.eulerAngles;
    }

    void TiltToAcceleration()
    {
        Vector3 centerOfMass = controller.center + controller.transform.position;
        Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
        Vector3 tilt = CalculateTilt(acceleration);
        Quaternion targetRotation = Quaternion.Euler(tilt);
        playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
    }

    void FixedUpdate()
    {
        Move();
        RotateToVelocity();
        TiltToAcceleration();
        lastVelocity = controller.velocity / Time.deltaTime;
    }
}

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