倾斜模型根据加速度统一
Tilt Model According to Acceleration Unity
我已经在 CharacterController
上工作了一段时间(这里是当前代码):
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;
}
}
这几天我一直在为播放器模型添加 "acceleration tilt" 效果而苦恼。
重要的是要注意脚本附加到 GameObject
上附加了 CharacterController
,而 playerModel 是场景中的一个单独对象,我试图阻止一些
这样的局部-全局旋转问题(我这里可能是错的)
出于某种原因(这是代码的最佳变体),加速度倾斜仅在向正 z 加速时才看起来合适。
现在,我知道这与三角学有关,但我在计算中尝试了 Sin(transform.eulerAngles.y) or Cos(transform.eulerAngles.y) * something
的许多变体,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
注意:模型运动也有奇怪的抖动,如果有人能帮我解决一下那就太好了。
想通了,这是一个很容易修复的错误,虽然抖动仍然是一个问题,但模型现在可以正确倾斜。
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;
}
}
我最终计算了要旋转的轴(它是世界 "up" 方向与加速度矢量之间的叉积)并手动将模型旋转 30 度。
现在这是我以前尝试过的方法,但问题的关键在于这一行:
Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
后来改为:
Quaternion targetRotation = Quaternion.Euler(tilt);
希望我的代码对任何人都有帮助!
编辑:这是最没有抖动的新版代码:
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)
{
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;
}
}
我已经在 CharacterController
上工作了一段时间(这里是当前代码):
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;
}
}
这几天我一直在为播放器模型添加 "acceleration tilt" 效果而苦恼。
重要的是要注意脚本附加到 GameObject
上附加了 CharacterController
,而 playerModel 是场景中的一个单独对象,我试图阻止一些
这样的局部-全局旋转问题(我这里可能是错的)
出于某种原因(这是代码的最佳变体),加速度倾斜仅在向正 z 加速时才看起来合适。
现在,我知道这与三角学有关,但我在计算中尝试了 Sin(transform.eulerAngles.y) or Cos(transform.eulerAngles.y) * something
的许多变体,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
注意:模型运动也有奇怪的抖动,如果有人能帮我解决一下那就太好了。
想通了,这是一个很容易修复的错误,虽然抖动仍然是一个问题,但模型现在可以正确倾斜。
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;
}
}
我最终计算了要旋转的轴(它是世界 "up" 方向与加速度矢量之间的叉积)并手动将模型旋转 30 度。
现在这是我以前尝试过的方法,但问题的关键在于这一行:
Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
后来改为:
Quaternion targetRotation = Quaternion.Euler(tilt);
希望我的代码对任何人都有帮助!
编辑:这是最没有抖动的新版代码:
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)
{
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;
}
}