C# 摄像机碰撞检测

C# 摄像机碰撞检测,c#,unity3d,camera,collision,raycasting,C#,Unity3d,Camera,Collision,Raycasting,我的相机脚本有问题。摄影机使用指定为摄影机子对象的轴围绕播放器旋转。我正在为手机开发这个游戏,这是两个箭头,它们是触摸箭头,可以让相机左右旋转 问题是,当摄像机在墙或巨大物体后面时,什么也看不见。我寻找了一个解决方案,我发现许多开发人员使用了RaycastHit或类似的工具 这是我的代码,目标是在靠近墙时使摄影机靠近轴,以避免遮挡摄影机视图。有人能帮我吗 public Transform target1; public Transform pivot; protected ButtonLeft

我的相机脚本有问题。摄影机使用指定为摄影机子对象的轴围绕播放器旋转。我正在为手机开发这个游戏,这是两个箭头,它们是触摸箭头,可以让相机左右旋转

问题是,当摄像机在墙或巨大物体后面时,什么也看不见。我寻找了一个解决方案,我发现许多开发人员使用了RaycastHit或类似的工具

这是我的代码,目标是在靠近墙时使摄影机靠近轴,以避免遮挡摄影机视图。有人能帮我吗

public Transform target1;
public Transform pivot;

protected ButtonLeft buttonLeft;
protected ButtonRight buttonRight;

public Vector3 offset;
public bool useOffsetValues;

public float rotateSpeed;  

private void Start()
{
    buttonLeft = FindObjectOfType<ButtonLeft>();
    buttonRight = FindObjectOfType<ButtonRight>();

    if (!useOffsetValues)
    {
        offset = target1.position - transform.position;
    }

    pivot.transform.position = target1.transform.position;

    //pivot.transform.parent = target.transform;

    //USE IF U WANT TO DISAPPEAR THE CURSOR
    //Cursor.lockState = CursorLockMode.Locked;

    //pivot.transform.parent = target.transform;
    pivot.transform.parent = null;

    // usa questa dopo la costruzione del livello1
    //pivot.transform.position = target.transform.position;
}

private void Update()
{
    pivot.transform.position = target1.transform.position;

    if (buttonLeft.Pressed)
    {
        pivot.Rotate(0, -90 * Time.deltaTime, 0);
        Debug.Log("rotate left");
    }

    if (buttonRight.Pressed)
    {
        pivot.Rotate(0, 90 * Time.deltaTime, 0);
        Debug.Log("rotate left");
    }

    Ray ray = new Ray(pivot.transform.position, pivot.transform.position - transform.position);
    RaycastHit hit;

    /*float horizontal = Input.GetAxis("Mouse X") * rotateSpeed;
    float horizontal = Input.GetAxis("Mouse X") * rotateSpeed;
    pivot.Rotate(0, horizontal, 0);
    pivot.Rotate(0, horizontal, 0);
    Use this to make the camera rotate on Mouse Y axes*/
    /*float vertical = Input.GetAxis("Mouse Y") * rotateSpeed;
    target.Rotate(vertical, 0, 0); */

    //move camera based on the current rotation of the target and the original offset

    float desiredYAngle = pivot.eulerAngles.y;
    //Use this float to set the x angle of player
    float desiredXAngle = pivot.eulerAngles.x;
    //Use this rotation only if you want to rotate on Y
    //Quaternion rotation = Quaternion.Euler(0, desiredYAngle, 0);
    //Use this if u want to rotate up&down on x axes
    Quaternion rotation = Quaternion.Euler(desiredXAngle, desiredYAngle, 0);
    transform.position = target1.position - (rotation * offset);

    //transform.position = target.position - offset;

    transform.LookAt(target1);
}

好的方法是从轴到摄影机进行光线投射,若发现障碍物,将摄影机放在光线上,离轴稍微近一点,而不是击中点。如下所示:伪代码,未测试:

Vector3 origin =  pivot.transform.position;
Vector3 direction = transform.position - pivot.transform.position;

float maxCameraDistance = 10;

Ray ray = new Ray(origin, direction);
RaycastHit hit;
if (Physics.Raycast(ray, maxCameraDistance))
{
    Vector3 offsetFromObstacle = -direction.normalized * 0.1f;
    transform.position = hit.point + offsetFromObstacle;
}

您可以在那里添加一个lerp,或者不直接将摄影机移动到命中点,而是移动到其正上方的点,在摄影机和轴之间保持一定距离。例如,在我的代码中设置位置后添加此行:transform.position=newvector3transform.position.x,5,transform.position.z;假设相机绕Y轴旋转,5是相机高度。