U3D中摄像机绕屏幕中心点旋转缩放平移


之前做的都是摄像机绕某个物体旋转。直接修改的Rotation属性

然后缩放用的是改摄像机FieldOfView的值

最后发觉效果不仅不尽如人意而且平移后会错位。在借鉴了一个别人的摄像机代码后修改成功

按住右键旋转,按住中键平移,滚轮缩放

脚本拖放到摄像机上即可

代码如下

using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FreeCameraController : MonoBehaviour
{
    //摄像机绕屏幕中心旋转缩放平移脚本
    public float thetaSpeed = 150.0f; //x旋转速度
    public float phiSpeed = 80.0f; //垂直旋转速度
    public float moveSpeed = 10.0f; //平移速度
    public float zoomSpeed = 60.0f; //缩放速度

    public float phiBoundMin = 1f;  //最低垂直旋转角度
    public float phiBoundMax = 89f; //最高垂直旋转角度
    public bool useMoveBounds = true; //是否绑定移动范围
    public float moveBounds = 220f; //绑定移动范围  四周 还有上面
    public float moveLimiyY = 35f; //绑定移动范围   下方

    //缩放距离限制 最小,最大
    public Vector2 distanceLimit = new Vector2(20f, 600f);

    //旋转平滑
    public float rotateSmoothing = 0.5f;
    //移动平滑
    public float moveSmoothing = 0.7f;

    //当前距离
    public float distance = 2.0f;

    //摄像机的初始角度
    private Vector2 euler;

    //目标旋转角度
    public Quaternion targetRot;
    //当前朝向的目标
    private Vector3 targetLookAt;
    //当前摄像机到目标的距离
    public float targetDist;

    //临时变量
    private Vector3 distanceVec = new Vector3(0, 0, 0);

    //目标对象的变换
    public Transform target;

    //绑定屏幕范围
    private Rect inputBounds;
    public Rect paramInputBounds = new Rect(0, 0, 1, 1);

    //中心点
    public Vector3 pivotPoint = new Vector3(0, 2, 0);

    //当前选中的对象
    public static BaseModel selectModel;

    //限制鼠标范围 避免点击抖动
    private Vector2 limitMouseX = new Vector2(-5, 5);
    private Vector2 limitMouseY = new Vector2(-5, 5);

    //目标位置
    public Vector3 targetPos;

    //日志
    [Logger]
    private IWebLogger logger;

    // 是否能操作
    bool canOper = false;

    //看向目标需要的时间
    float LookAtTime = 1.5f;

    public void Start()
    {
        //获取当前摄像机的角度
        Vector3 angles = transform.eulerAngles;
        euler.x = angles.y;
        euler.y = angles.x;
        //unity only returns positive euler angles but we need them in -90 to 90
        euler.y = Mathf.Repeat(euler.y + 180f, 360f) - 180f;

        //创建目标物体
        GameObject go = new GameObject("_FreeCameraTarget");
        //设置隐藏并不保存
        go.hideFlags = HideFlags.HideAndDontSave | HideFlags.HideInInspector;

        //设置初始参数
        target = go.transform; //设置目标

        target.position = pivotPoint; //设置中心点为其实目标位置
        targetDist = (transform.position - target.position).magnitude; //获取相机到中心点的距离

        targetRot = transform.rotation; //设置目标旋转角度
        targetLookAt = target.position; //设置朝向的目标所在位置

        //开始时摄像机缓慢看向目标
        transform.DOLookAt(targetLookAt, LookAtTime);
        SetOper(pivotPoint, LookAtTime);
    }

    //设置摄像机缓慢看向目标
    public void SetOper(Vector3 targetPos, float lookAtTime)
    {
        canOper = false;
        this.targetPos = targetPos;
        //开启定时任务
        TimeManager.Instance.AddTask(lookAtTime, false, Oper);
        TimeManager.Instance.AddTask(lookAtTime+0.2f, false, CanOper);
    }

    private void Oper()
    {
        //计算DOLookAt结束后的参数
        target.position = targetPos;
        targetDist = (transform.position - target.position).magnitude;

        targetRot = transform.rotation;
        targetLookAt = target.position;

        //修正DOLookAt的偏差值
        float distanceTemp;
        do
        {
            distanceTemp = distance;
            distance = moveSmoothing * targetDist + (1 - moveSmoothing) * distance;
            //print("Oper.distance --->" + distance);
        } while (distanceTemp != distance); 

    }

    private void CanOper()
    {       
        canOper = true;      
    }

    public void Update()
    {
        if (!canOper)
        {
            return;
        }

        //NOTE: mouse coordinates have a bottom-left origin, camera top-left
        inputBounds.x = GetComponent<Camera>().pixelWidth * paramInputBounds.x;
        inputBounds.y = GetComponent<Camera>().pixelHeight * paramInputBounds.y;
        inputBounds.width = GetComponent<Camera>().pixelWidth * paramInputBounds.width;
        inputBounds.height = GetComponent<Camera>().pixelHeight * paramInputBounds.height;

        //目标存在 且 在屏幕范围内
        if (target && inputBounds.Contains(Input.mousePosition))
        {
            // 点击 并获取点击物体
            if (Input.GetMouseButtonUp(0))
            {
                // 前端 click() ---> 点击物体    
                Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 2000))
                {
                    Debug.DrawLine(ray.origin, hit.point, Color.red, 0.5f);
                    //Debug.Log(hit.point);
                    BaseModel baseModel = hit.collider.gameObject.GetComponent<BaseModel>();
                    if (baseModel != null)
                    {
                        selectModel = baseModel;

                        logger.Log("id:" + baseModel.Uuid + " prefabName:" + baseModel.BaseData.PrefabName +
                            " position:" + baseModel.BaseData.Transform.position +
                            " modelType:" + baseModel.modelType);

                        // 触发点击事件
                        if (!baseModel.BaseData.IsNoClick)
                        {
                            Sender sender = new Sender();
                            sender.eventName = BaseEvent.click;
                            sender.souce = gameObject;

                            EventCenter.Instance.TriggerEvent(BaseEvent.click, sender, baseModel.Uuid);
                        }

                        return;
                    }
                }
            }

            //获取鼠标在屏幕的x.y值
            float dx = Input.GetAxis("Mouse X");
            float dy = Input.GetAxis("Mouse Y");

            //鼠标偏移量限制,防止抖动
            if (dx < limitMouseX.x || dx > limitMouseX.y)
            {

                //print("鼠标旋转位置:" + MousePosition);
                return;
            }

            if (dy < limitMouseY.x || dy > limitMouseY.y)
            {
                //print("鼠标旋转位置:" + MousePosition);
                return;
            }

            //点击鼠标右键
            bool click1 = Input.GetMouseButton(1);
            //点击鼠标左键
            bool click0 = Input.GetMouseButton(0);

            if (click0)
            {
                //计算移动量
                dx = dx * moveSpeed * 0.005f * targetDist;
                dy = dy * moveSpeed * 0.005f * targetDist;
                targetLookAt -= transform.up * dy + transform.right * dx;

                //使用移动绑定的范围
                if (useMoveBounds)
                {
                    targetLookAt.x = Mathf.Clamp(targetLookAt.x, -moveBounds, moveBounds);
                    //targetLookAt.y = Mathf.Clamp(targetLookAt.y, -moveBounds, moveBounds);
                    targetLookAt.y = Mathf.Clamp(targetLookAt.y, moveLimiyY, moveBounds);
                    targetLookAt.z = Mathf.Clamp(targetLookAt.z, -moveBounds, moveBounds);
                }
            }

            else if (click1)
            {
                //计算旋转角度
                dx = dx * thetaSpeed * 0.02f;
                dy = dy * phiSpeed * 0.02f;
                euler.x += dx;
                euler.y -= dy;
                //限制垂直旋转角度
                euler.y = ClampAngle(euler.y, phiBoundMin, phiBoundMax);
                targetRot = Quaternion.Euler(euler.y, euler.x, 0);
            }

            //当前摄像机到目标的距离 减鼠标滑动距离
            targetDist -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
            //限制缩放
            targetDist = Mathf.Clamp(targetDist, distanceLimit.x, distanceLimit.y);
            
        }
    }

    public void FixedUpdate()
    {
        //不可操作的清空下直接return
        if (!canOper)
        {          
            return;
        }

        //计算距离
        distance = moveSmoothing * targetDist + (1 - moveSmoothing) * distance;

        if (Application.platform == RuntimePlatform.WebGLPlayer)
        {
            logger.Error("FixedUpdate.distance --->" + distance);
        }  

        //计算旋转角度插值
        transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, rotateSmoothing);

        //计算距离插值
        target.position = Vector3.Lerp(target.position, targetLookAt, moveSmoothing);

        //设置距离 Z轴
        distanceVec.z = distance;
        //设置相机最终的位置  目标位置 - 相机当前旋转角度 * 距离Z轴
        transform.position = target.position - transform.rotation * distanceVec;
    }

    /// <summary>
    /// 限制角度
    /// </summary>
    /// <param name="angle"></param>
    /// <param name="min"></param>
    /// <param name="max"></param>
    /// <returns></returns>
    static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360f) angle += 360f;
        if (angle > 360f) angle -= 360f;
        return Mathf.Clamp(angle, min, max);
    }


}


免责声明!

本站转载的文章为个人学习借鉴使用,本站对版权不负任何法律责任。如果侵犯了您的隐私权益,请联系本站邮箱yoyou2525@163.com删除。



 
粤ICP备18138465号  © 2018-2025 CODEPRJ.COM