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Unity第三人称相机构建(下)

上一集講完了相機的旋轉 ,現在我們要解決的問題是相機的剛性,要怎麼做呢?

相機剛性

Review the previously mentioned requirements:

滑鼠滾輪:控制相機遠近 相機不能穿透任何堅硬物體 當相機離開與堅固物體碰撞後,會慢慢回到原本的位置。 如果相機碰到剛體時,使用滑鼠滾輪操作相機拉近,相機需要立即回應,此後第6點不再發生;碰撞地面後不能進行縮放操作。 相機在旋轉時碰到地面,停止繞人物上下旋轉,改為繞自身上下旋轉,左右旋轉仍然是繞人物。

這幾點的意思是:相機在碰到堅硬的物體時,會被迫拉近跟人物的距離,那麼我們想要相機在離開的時候,可以慢慢地回到原來的距離;但是如果在自動拉近距離後,用滾輪再手動拉近,說明相機離開碰撞的物體,那麼這個拉近的距離就是相機的實際距離。下面我們來一點一點地解這些需求。

滾輪控制

滑鼠滾輪的控制相當簡單,只需知道如何獲取滾輪資訊,即Input.GetAxis("Mouse ScrollWheel"),並設定最大和最小的距離值就可以了:

public float mouseWheelSensitivity = 2; // control zoom speed
public int mouseWheelZoomMin = 2;       // min distance
public int mouseWheelZoomMax = 10;      // max distance
float curDistance = 5F;
float zoom = Input.GetAxis("Mouse ScrollWheel");
if (zoom != 0F)
{
    float distance = curDistance;
    distance -= zoom * mouseWheelSensitivity;
    distance = Math.Min(mouseWheelZoomMax, Math.Max(mouseWheelZoomMin, distance));
    return distance;
}

這裡的 playerTransform 指向角色。

無法穿透任何堅硬物體

這需要檢測相機跟剛體的接觸,有一個函數可以實現這個功能:

static bool Raycast(Ray ray, RaycastHit hitInfo, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

(http://docs.unity3d.com/Documentation/ScriptReference/Physics.Raycast.html)我們可以透過以下方式實現碰撞檢測:

RaycastHit hitInfo;
if (Physics.Raycast(playerTransform.position, desiredPosition - playerTransform.position,
    out hitInfo, (playerTransform.position - desiredPosition).magnitude, 1))
{
    curDistance = hitInfo.distance;
}

targetPosition表示碰撞的位置,只要把相機設定到該位置即可。

離開剛體後,慢慢回到原來的距離上。

完成這功能的首要步驟是分別記錄相機應該處於的距離(desiredDistance)和目前的距離(curDistance),將滾輪操作的結果先存放在desiredDistance中,再根據碰撞計算物體的新距離; 當檢測到相機離開剛體或與更遠的剛體碰撞時,不可直接將碰撞位置賦予相機,而需透過移動速度來移動至新位置。首先取得新的距離:

float newDistance = desiredDistance;
RaycastHit hitInfo;
if (Physics.Raycast(playerTransform.position, desiredPosition - playerTransform.position,
    out hitInfo, (playerTransform.position - desiredPosition).magnitude, 1))
{
    newDistance = hitInfo.distance;
}

如何判斷相機正在往更遠的距離移動呢?你可以將 newDistances 與當前距離進行比較:

向更近的距離移動
if (newDistance < curDistance)
{
    curDistance = newDistance;
}
向更遠的距離移動
else if(newDistance > curDistance)
{
}

在距離更遠的移動情況下做出判斷後,情況就變得很清晰了,直接增加速度來移動:

curDistance = Math.Min(curDistance + Time.deltaTime * autoZoomOutSpeed, newDistance);
我們已經完成了相機的基本功能,接下來需要處理一些細節。

碰到剛體後滾輪拉近,地面不縮放

這裡有兩個要求:

碰到剛體後只能拉近,不能拉遠 碰到地面後無法縮放

首先使用變數來保存相機的碰撞狀態:

isHitGround 布尔值 = ;       // 表示是否碰撞地面
這段文字的翻譯如下:

bool isHitObject = false;       // 表示是否碰撞物體(除地面外)

在判斷滾輪縮放時加上條件判斷:

if (zoom != 0F && (!isHitGround || (isHitObject && zoom > 0F)) )
{
    // calculate distance
}

遇到地面時繞自身上下旋轉

這個功能實現起來有點麻煩,因為這時候我們之前假設相機一直對準人物的情況不成立了,現在要分成兩個向量:相機自身的朝向(desireForward)和人物到相機的方向(cameraToPlayer),分別計算這兩個向量的值,前者決定相機的朝向,後者則決定相機的位置。為了方便起見,就把上一集中的旋轉函式拆分為X旋轉(RotateX)和Y旋轉(RotateY),因此在計算cameraToPlayerRotateY時,加入以下條件:

if ((!isHitGround) || 
    (isHitGround && transform.forward.y <= cameraToPlayer.y && yAngle > 0))
{
    cameraToPlayer = RotateY(cameraToPlayer, playerTransform.up, 
        transform.right, yAngle);
}

這個條件包含兩個部分:

  • 未接觸地面 碰到地面,但是准备离开地面

然後使用 cameraToPlayer 計算相機的位置:

transform.position = playerTransform.position - cameraToPlayer * curDistance;

並且在有需要的時候(也就是碰到地面)計算相機的朝向:

if (!isHitGround)
{
    transform.LookAt(playerTransform);
}
else
{
    desireForward = RotateX(desireForward, playerTransform.up, xAngle);
    desireForward = RotateY(desireForward, playerTransform.up, transform.right, yAngle);
    transform.forward = desireForward;
}

我們已經實現了這款相機的功能。

完整代碼:

using UnityEngine;
using System;
using System.Collections;

// use a forward vector and distance to describe the camera position
public class MyThirdPersonCamera : MonoBehaviour {

    private Transform playerTransform;      // reference to player

    public float mouseWheelSensitivity = 3; // control zoom speed
    public int mouseWheelZoomMin = 2;       // min distance
    public int mouseWheelZoomMax = 10;      // max distance

    public float rotateSpeed = 5F;          // speed of rotate around player    
    public float autoZoomOutSpeed = 10F;    // speed of auto zoom out, camera will auto zoom out 
                                            // to pre distance when stop colliding object
    float curDistance = 5F;                 // distance to player
    float desiredDistance = 5F;             // distance should be      
    bool isHitGround = false;               // hit ground flag
    bool isHitObject = false;               // hit object(except ground) flag

    // Use this for initialization
    void Awake ()
    {
        playerTransform = transform.parent;
    }

    void Start () 
    {
        transform.position = playerTransform.position - playerTransform.forward 
            * curDistance;
        transform.LookAt(playerTransform);

    }

    // Update is called once per frame
    void Update () 
    {
        Vector3 cameraToPlayer = 
            (playerTransform.position - transform.position).normalized;

        Vector3 desireForward = transform.forward;

        // get new distance of zoom
        desiredDistance = ZoomIt(curDistance, desiredDistance);

        float xAngle, yAngle;
        bool isRightDown;

        // get mouse LB, RB status
        GetMouseButtonStatus(out xAngle, out yAngle, out isRightDown);

        // rotate camera by x-axis movement
        cameraToPlayer = RotateX(cameraToPlayer, playerTransform.up, xAngle);

        // if RB on, change player orientation
        if (isRightDown)
        {
            playerTransform.forward = Vector3.Normalize(new Vector3(cameraToPlayer.
                x, 0, cameraToPlayer.z));
        }

        // rotate camera by y-axis, if camera is not on ground or camera is going to leave ground
        if ((!isHitGround) 
        || (isHitGround && transform.forward.y <= cameraToPlayer.y && yAngle > 0))
        {
            cameraToPlayer = RotateY(cameraToPlayer, playerTransform.up, transform.
                right, yAngle);
        }

        // detect collision of camera to rigid body, get the distance camera should be
        float newDistance = DealWithCollision(playerTransform.position, 
            -cameraToPlayer, desiredDistance,ref isHitGround, ref isHitObject);

        // check the distance
        if (newDistance <= curDistance)
        {
            curDistance = newDistance;
        }
        else
        {
            // now moving to farther position, use a speed to move it
            curDistance = Math.Min(curDistance + Time.deltaTime * autoZoomOutSpeed, 
                newDistance);
        }

        // now calculate the position
        transform.position = playerTransform.position - cameraToPlayer * curDistance;

        // calculate the camera forward, if on ground, camera will rotate on self.Space
        if (!isHitGround)
        {
            transform.LookAt(playerTransform);
        }
        else
        {
            desireForward = RotateX(desireForward, playerTransform.up, xAngle);
            desireForward = RotateY(desireForward, playerTransform.up, transform.
                right, yAngle);
            transform.forward = desireForward;
        }
    }

    // zoom in and zoom out
    float ZoomIt(float curDistance, float desiredDistance)
    {
        float zoom = Input.GetAxis("Mouse ScrollWheel");

        //  zoom when hit rigid body and zoom in, or not on ground
        if (zoom != 0F && (!isHitGround || (isHitObject && zoom > 0F)) )
        {
            float distance = curDistance;

            distance -= zoom * mouseWheelSensitivity;
            distance = Math.Min(mouseWheelZoomMax, Math.Max(mouseWheelZoomMin, distance));

            return distance;
        }
        return desiredDistance;
    }

    // rotate oldPosition around a axis starting at axisPosition
    Vector3 RotateAroundAxis(Vector3 point, float angle, Vector3 axis, Vector3 axisPosition)
    {
        Quaternion rotation = Quaternion.AngleAxis(angle, axis);
        Vector3 offset = point - axisPosition;
        return axisPosition + (rotation * offset);
    }

    void GetMouseButtonStatus(out float x, out float y, out bool isRightDown)
    {
        x = y = 0F;
        isRightDown = false;
        if (Input.GetMouseButton(0) ^ Input.GetMouseButton(1))
        {
            x = Input.GetAxis("Mouse X") * rotateSpeed;
            y = -Input.GetAxis("Mouse Y") * rotateSpeed;
            if (Input.GetMouseButton(1))
            {
                isRightDown = true;
            }
        }
    }

    // rotate vectorP2C(player to camera) around up while mouse x is on, return true if do rotate
    Vector3 RotateX(Vector3 vectorP2C, Vector3 up, float angle)
    {
        Vector3 newVector = vectorP2C;
        if (angle != 0F)
        {
            newVector = RotateAroundAxis(newVector, angle, up, Vector3.zero);
        }
        return newVector;
    }

    // rotate vectorP2C(player to camera) around right while mouse y is on, return true is do rotate
    Vector3 RotateY(Vector3 vectorP2C, Vector3 up, Vector3 right, float angle)
    {
        Vector3 newVector = vectorP2C;
        if (angle != 0F)
        {
            if ((Vector3.Dot(vectorP2C, up) >= -0.99F || angle < 0)
                && (Vector3.Dot(vectorP2C, up) <= 0.99F || angle > 0))
            {
                newVector = RotateAroundAxis(newVector, angle, right, Vector3.zero);
            }
        }
        return newVector;
    }

    // return distance if no collision, else return distance to rigid body
    float DealWithCollision(Vector3 origin, Vector3 direction, float distance, 
        ref bool ishitGround, ref bool ishitObject)
    {
        // collision detection
        RaycastHit hitInfo;
        float newDistance = distance;
        if (Physics.Raycast(playerTransform.position, direction, out hitInfo, desiredDistance, 1))
        {
            if (hitInfo.collider is TerrainCollider)
            {
                ishitGround = true;
                ishitObject = false;
            }
            else
            {
                ishitObject = true;
                ishitGround = false;
            }
            newDistance = hitInfo.distance;
        }
        else
        {
            ishitGround = ishitObject = false;
        }

        return newDistance;
    }
}

Original: https://wiki.disenone.site/tc

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