C# Unity 3D如何将矢量3投影到平面上或获取特定平面中两个矢量之间的角度?
我正在尝试编程一个第三人称角色,这样当按下方向键(例如D)时,如果角色当前朝向与摄影机相同的方向,则播放右四分之一转弯动画,如果角色朝向摄影机,则播放左四分之一转弯,类似于GTAV,但我在Y平面上很难获得相机和播放器之间的角度。我在播放器控制脚本中尝试了这一点:C# Unity 3D如何将矢量3投影到平面上或获取特定平面中两个矢量之间的角度?,c#,unity3d,game-physics,game-development,C#,Unity3d,Game Physics,Game Development,我正在尝试编程一个第三人称角色,这样当按下方向键(例如D)时,如果角色当前朝向与摄影机相同的方向,则播放右四分之一转弯动画,如果角色朝向摄影机,则播放左四分之一转弯,类似于GTAV,但我在Y平面上很难获得相机和播放器之间的角度。我在播放器控制脚本中尝试了这一点: void Right() { Vector3 pVec = Vector3.ProjectOnPlane(transform.forward, Vector3.up); Vector3 cVec
void Right()
{
Vector3 pVec = Vector3.ProjectOnPlane(transform.forward, Vector3.up);
Vector3 cVec = Vector3.ProjectOnPlane(mainCam.transform.forward, Vector3.up);
print(cVec);
float angle = Vector3.Angle(pVec, cVec);
print(angle);
if(angle >= 345 && angle <= 15)
{
animator.Play("StandQuarterTurnRight");
}
else if(angle >= 255 && angle <= 285)
{
animator.Play("StandHalfTurnRight");
}
else if(angle >= 165 && angle <= 195)
{
animator.Play("StandQuarterTurnLeft");
}
else if(angle >=75 && angle <= 105)
{
float forw = Input.GetAxis("Horizontal");
if (forw > 0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = 0.5f;
else if (forw < -0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = -0.5f;
animator.SetFloat("Speed", forw);
}
}
void Right()
{
Vector3 pVec=Vector3.ProjectOnPlane(transform.forward,Vector3.up);
Vector3 cVec=Vector3.ProjectOnPlane(mainCam.transform.forward,Vector3.up);
印刷(cVec);
浮动角度=矢量3.角度(pVec,cVec);
打印(角度);
如果(角度>=345&&angle=255&&angle=165&&angle=75&&angle 0.5f&&!Input.GetKey(KeyCode.LeftShift))为w=0.5f;
否则如果(forw<-0.5f&&!Input.GetKey(KeyCode.LeftShift))forw=-0.5f;
动画师。SetFloat(“速度”,forw);
}
}
但它不起作用,我角度不对。我给我90分,当角色面向相机的左右前方时,其他角色的角度不对,它根本不给180+,我做错了什么?有没有更好的方法来实现我正在尝试的目标?我会将相机的视图方向转换为角色的坐标系。然后这很容易,所以看看你想让他转向或移动的地方 假设您的相机旋转位于
mainCam.transform.rotation
,您可以使用以下代码:
float target_angle = 90.0f; // assuming want to turn 'right'.
// direction of camera, in worldspace.
Vector3 cam_dir = mainCam.transform.forward;
// now transform to a direction vector in character's local space.
cam_dir = transform.InverseTransformDirection(cam_dir);
// ignore y part, take X/Z to get the angle.
// 0 degrees is forward, 90 deg is toward positive X, so normally right.
float cam_angle = Mathf.Atan2(cam_dir.x,cam_dir.z)*Mathf.Rad2Deg;
// angle we need to turn
float turn_angle = target_angle - cam_angle;
// [.....] do it now.
如果试图从角色的局部视图进行思考,则使用InverseTransformXxx()函数通常非常有用。您还可以使用
char.transform.InverseTransformPoint(mainCam.transform.position)
将相机的位置转换为角色的空间,并将其用作参考。以下是代码的一个小补丁,它可以在不更改任何其他内容的情况下调整您的结果:
void Right()
{
Vector3 pVec = Vector3.ProjectOnPlane(transform.forward, Vector3.up);
Vector3 cVec = Vector3.ProjectOnPlane(mainCam.transform.forward, Vector3.up);
print(cVec);
float angleA = Vector3.Angle(pVec, cVec); //Get the angle between the 2 vectors, projected on Y-plane
float perspectiveAngle = Vector3.Angle(transform.right, cVec); //Get the angle between camera and player's right vector
float angle = angleA; //In case angle is below 180, angle is AngleA
if (perspectiveAngle > 90f) //If angle between player's right vector and camera is > 90, then we need to adjust the angle, as it is equal to or greater than 180
angle = 360f - angleA;
print(angle);
if (angle >= 345 && angle <= 15)
{
animator.Play("StandQuarterTurnRight");
}
else if (angle >= 255 && angle <= 285)
{
animator.Play("StandHalfTurnRight");
}
else if (angle >= 165 && angle <= 195)
{
animator.Play("StandQuarterTurnLeft");
}
else if (angle >= 75 && angle <= 105)
{
float forw = Input.GetAxis("Horizontal");
if (forw > 0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = 0.5f;
else if (forw < -0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = -0.5f;
animator.SetFloat("Speed", forw);
}
}
void Right()
{
Vector3 pVec=Vector3.ProjectOnPlane(transform.forward,Vector3.up);
Vector3 cVec=Vector3.ProjectOnPlane(mainCam.transform.forward,Vector3.up);
印刷(cVec);
float angleA=Vector3.Angle(pVec,cVec);//获取投影在Y平面上的两个向量之间的角度
float perspectiveAngle=Vector3.Angle(transform.right,cVec);//获取相机和播放器右向量之间的角度
浮动角度=角度A;//如果角度低于180,则角度为角度A
如果(透视角度>90f)//如果玩家的右向量和相机之间的角度>90,那么我们需要调整角度,因为它等于或大于180
角度=360f-角度A;
打印(角度);
如果(角度>=345&&angle=255&&angle=165&&angle=75&&angle 0.5f&&!Input.GetKey(KeyCode.LeftShift))为w=0.5f;
否则如果(forw<-0.5f&&!Input.GetKey(KeyCode.LeftShift))forw=-0.5f;
动画师。SetFloat(“速度”,forw);
}
}
请参见上面的评论,这些评论描述了它是如何工作的。希望这能有所帮助,我建议尽量不要在这里使用角度。相反,您可以在相机的右侧和播放器的局部方向之间使用点积来确定哪个局部方向与相机的右侧方向最为一致。评论中的解释
void Right()
{
float dotThreshold = Mathf.Sin(Mathf.PI * 0.25f);
// Take the dot products between the camera's right and
// each direction from the player.
// Either exactly one dot product will exceed this threshold
// (sin 45 degrees) or two will equal it.
// Either way, when we see one dot product >= the threshold,
// we know what direction we should face.
Vector3 camRight = mainCam.transform.right;
if(Vector3.Dot(camRight, transform.right) >= dotThreshold)
{
// camera's right ~ player's right
animator.Play("StandQuarterTurnRight");
}
else if(Vector3.Dot(camRight, -transform.forward) >= dotThreshold)
{
// camera's right ~ player's back
animator.Play("StandHalfTurnRight");
}
else if(Vector3.Dot(camRight, -transform.right) >= dotThreshold)
{
// camera's right ~ player's left
animator.Play("StandQuarterTurnLeft");
}
else
{
// camera's right ~ player's forward
float forw = Input.GetAxis("Horizontal");
if (forw > 0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = 0.5f;
else if (forw < -0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = -0.5f;
animator.SetFloat("Speed", forw);
}
}
void Right()
{
浮点数阈值=Mathf.Sin(Mathf.PI*0.25f);
//在相机的右侧和右侧之间取点积
//球员的每个方向。
//只有一个点积将超过此阈值
//(正弦45度)或两个将等于它。
//不管怎样,当我们看到一个点积>=阈值时,
//我们知道我们应该面对什么方向。
Vector3 camRight=mainCam.transform.right;
if(Vector3.Dot(camRight,transform.right)>=dotThreshold)
{
//摄像机在右边~玩家在右边
动画师。播放(“站立/右转”);
}
else if(Vector3.Dot(camRight,-transform.forward)>=dotThreshold)
{
//摄像机在右侧~球员的背部
动画师。播放(“StandHalfTurnRight”);
}
else if(Vector3.Dot(camRight,-transform.right)>=dotThreshold)
{
//摄像机在右边~玩家在左边
动画师。播放(“站立四分之一左转”);
}
其他的
{
//摄像机在右侧~球员在前方
float forw=Input.GetAxis(“水平”);
如果(forw>0.5f&&!Input.GetKey(KeyCode.LeftShift))forw=0.5f;
否则如果(forw<-0.5f&&!Input.GetKey(KeyCode.LeftShift))forw=-0.5f;
动画师。SetFloat(“速度”,forw);
}
}
如果不能假设播放器和相机具有相同的y轴方向,则必须投影到与问题中相同的平面:
void Right()
{
float dotThreshold = Mathf.Sin(Mathf.PI * 0.25f);
// Take the dot products between the camera's right and
// each direction from the player.
// Either exactly one dot product will exceed this threshold
// (sin 45 degrees) or two will equal it.
// Either way, when we see one dot product >= the threshold,
// we know what direction we should face.
Vector3 camRight = Vector3.ProjectOnPlane(mainCam.transform.right, Vector3.up);
Vector3 playerRight = Vector3.ProjectOnPlane(transform.right, Vector3.up);
Vector3 playerForward = Vector3.ProjectOnPlane(transform.forward, Vector3.up);
if(Vector3.Dot(camRight, playerRight) >= dotThreshold)
{
// camera's right ~ player's right
animator.Play("StandQuarterTurnRight");
}
else if(Vector3.Dot(camRight, -playerForward) >= dotThreshold)
{
// camera's right ~ player's back
animator.Play("StandHalfTurnRight");
}
else if(Vector3.Dot(camRight, -playerRight) >= dotThreshold)
{
// camera's right ~ player's left
animator.Play("StandQuarterTurnLeft");
}
else
{
// camera's right ~ player's forward
float forw = Input.GetAxis("Horizontal");
if (forw > 0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = 0.5f;
else if (forw < -0.5f && !Input.GetKey(KeyCode.LeftShift)) forw = -0.5f;
animator.SetFloat("Speed", forw);
}
}
void Right()
{
浮点数阈值=Mathf.Sin(Mathf.PI*0.25f);
//在相机的右侧和右侧之间取点积
//球员的每个方向。
//只有一个点积将超过此阈值
//(正弦45度)或两个将等于它。
//不管怎样,当我们看到一个点积>=阈值时,
//我们知道我们应该面对什么方向。
Vector3 camRight=Vector3.ProjectOnPlane(mainCam.transform.right,Vector3.up);
Vector3 playerRight=Vector3.ProjectOnPlane(transform.right,Vector3.up);
Vector3 playerForward=Vector3.ProjectOnPlane(transform.forward,Vector3.up);
if(矢量3.Dot(camRight,playerRight)>=dotThreshold)
{
//摄像机在右边~玩家在右边
动画师。播放(“站立/右转”);
}
else if(矢量3.Dot(camRight,-playerForward)>=dotThreshold)
{
//摄像机在右侧~球员的背部
动画师。播放(“StandHalfTurnRight”);
}
else if(矢量3.Dot(camRight,-playerRight)>=dotThreshold)
{
//摄像机在右边~玩家在左边
动画师。播放(“站立四分之一左转”);
}
其他的
{