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;
    }
}