Unity3D学习笔记(九):摄像机

时间:2023-03-08 17:09:39
Unity3D学习笔记(九):摄像机

3D数学复习

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class w07d1 : MonoBehaviour {
public Quaternion result1;
public Quaternion result2;
public Quaternion result3;
// 什么是单位四元数?
// [0, 0, 0, 1] 表示无旋转
// [n.x * sin<theta/2>, n.y * sin<theta/2>, n.z * sin<theta/2>, cos<theta/2>] 绕y轴旋转0度 [0, 0, 0, 1] 绕y轴旋转360度 [0, 0, 0, -1]
// 什么是标准四元数?
// 模长为1的四元数
// 模长 = Mathf.Sqrt(x*x + y*y + z*z * w*w)
// 什么是共轭四元数?
// 虚数部分取负
// 四元数 * 共轭四元数 = 单位四元数
// 什么是四元数的逆?
// q^-1 = q^* / |q| 如果q是标准四元数 q^-1 = q^*
// 如果一个 四元数 * 向量 = 向量 (模长一样,方向不一样,相当于旋转一个向量)
void Start () {
// 绕 (1, 1, 0)轴 旋转45度
result1 = Quaternion.AngleAxis(, new Vector3(, , ));
// 绕 (2, 2, 0)轴 旋转45度
result2 = Quaternion.AngleAxis(, new Vector3(, , )); // 对轴 标准化
Quaternion ge = new Quaternion(-result1.x, -result1.y, -result1.z, result1.w);
result3 = result1 * ge;
Quaternion q = Quaternion.AngleAxis(, Vector3.up);
Vector3 v = new Vector3(, , );
Debug.DrawLine(Vector3.zero, v, Color.green, );
v = q * v;
Debug.DrawLine(Vector3.zero, v, Color.red, );
}
}

RotateAround

Unity3D学习笔记(九):摄像机

Unity3D学习笔记(九):摄像机

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyRotateAroundTest : MonoBehaviour {
public Transform target;
public float rotSpeed = ;
void Start () { } void Update () {
MyRotateAround(target.position, target.up, rotSpeed * Time.deltaTime); }
void MyRotateAround(Vector3 pos, Vector3 axis, float angle)
{
Quaternion q = Quaternion.AngleAxis(angle, axis);
Vector3 dir = transform.position - pos;
Vector3 projectV = (Vector3.Dot(axis, dir) / axis.magnitude) * axis.normalized;
Vector3 n = dir - projectV;
Vector3 newN = q * n;
Vector3 newPos = pos + projectV + newN;
transform.position = newPos;
transform.rotation *= q;
}
}

摄像机

Unity3D学习笔记(九):摄像机

Clear Flags(清除标志):摄像机剔除标志选择
----Skybox(天空盒):增加显卡渲染负担,2D游戏看不到天空的可以选择 Solid Color纯色
----Solid Color(纯色):
----Depth only(只深度):
----Don't Clear(不清除):会留下残影,此很少用
BackGround:背景色(当选为Solid Color的时候,背景颜色是可选的)
Culling Mask(剔除遮罩):通过层级来筛选这个Camera要渲染的游戏物体
、给Plane和Sphere添加层级
、辅摄像机添加Depth only,Depth改为1,比主摄像机Depth0要大
、主摄像机剔除小球,辅摄像机只保留小球

Unity3D学习笔记(九):摄像机

Unity3D学习笔记(九):摄像机

Unity3D学习笔记(九):摄像机

Projection:决定了此Camera的投影方式
----Perspective(透视投影,近大远小):发散形视角
--------Field of View(视野角度大小):可以做运动相机的鱼眼镜头
----Orthographic(正交投影,没有近大远小):非发散形视角,以矩形平行出去,2D游戏,暗黑2
--------Size(视口大小):调整正交投影下视口大小的,通过分辨率运算得出
1方块=1米=100像素
Size = 屏幕分辨率 / (unity默认一个方格的像素) / (屏幕高度的一半)
正好可以把背景投射完整
Clipping Planes(剔除裁剪平面):调整摄像机的近裁面和远裁面,只有在近裁面和远裁面之间的游戏物体,才会被渲染显示
----Near:近裁面(最小值0.01)
----Far:远裁面
Viewpoint Rect(视口矩形框):调整摄像机渲染的游戏画面在整个游戏屏幕中的比例尺寸,以屏幕左下角为基准点
作用:分屏游戏,小地图(耗费性能,用UI等比例投放)
----X、Y:游戏画面相对于屏幕左下角的位置
----W、H:游戏画面占屏幕的宽、高
Depth(深度):摄像机深度越大,越后渲染,后渲染的会把先渲染的覆盖掉
使用:
1、渲染顺序
2、CS枪支单独摄像机渲染,再叠加到人物的主摄像机
渲染次序,先渲染场景(-1),后渲染枪支(0),空白部分用Clear Flags - Depth only渲染
Rendering path(渲染路径):预设渲染路径、延时渲染路径,定点照明渲染路径
Unity3D学习笔记(九):摄像机
Target Texture(目标贴图):摄像机渲染出来的画面可以投射到Game视图中,也可以投射到一张纹理贴图上
作用:电脑、赛车游戏的后视镜
Unity3D学习笔记(九):摄像机
Occlusion Culing():渲染范围剔除
Allow HDR(高动态贴图):需要延时渲染路径
Allow MSAA(抗锯齿):性能消耗大,不推荐使用,市面流行官方免费插件TSAA,需自行导入
Allow Dynamic Reso:
摄像机跟随功能
Unity2017增加智能相机
VS2015的ReSharper插件安装
强大的智能提示
Unity3D学习笔记(九):摄像机

补充内容-查找篇:

Unity3D学习笔记(九):摄像机

标签
GameObject.Find();
GameObject.FindGameObjectsWithTag();//查找所有带标签的游戏物体
GameObject.FindGameObjectWithTag();
GameObject.CompareTag();
层级
前8个层级是Unity默认的,无法修改
碰撞层级矩阵取消,可以取消敌人之间的碰撞
Unity3D学习笔记(九):摄像机

更换天空球的材质

Unity3D学习笔记(九):摄像机

赛车游戏
车轮碰撞器
Unity3D学习笔记(九):摄像机

第三人称视角:人

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThirdPersonalCameraControl : MonoBehaviour {
public float moveSpeed = ;
public float rotateSpeed = ;
private float keyboard_h;
private float keyboard_v;
private Camera camera;
// Use this for initialization
void Start () {
camera = Camera.main;
} // Update is called once per frame
void Update () {
keyboard_h = Input.GetAxis("Horizontal");
keyboard_v = Input.GetAxis("Vertical");
PlayerMove();
}
void PlayerMove()
{
Vector3 cameraForward = Vector3.ProjectOnPlane(camera.transform.forward,Vector3.up).normalized;
Vector3 cameraRight = Vector3.ProjectOnPlane(camera.transform.right, Vector3.up).normalized;
transform.Translate(cameraForward * Time.deltaTime * moveSpeed * keyboard_v);
transform.Translate(cameraRight * Time.deltaTime * moveSpeed * keyboard_h);
}
}
第三人称视角:摄像机
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThirdCameraControl : MonoBehaviour {
public Transform player;
public float rotateSpeed = ;
private float mouse_h;
private float mouse_v;
private float mouseWheel;
private Vector3 player2CameraVector;
// Use this for initialization
void Start () {
player2CameraVector = transform.position - player.position;
} // Update is called once per frame
void Update () {
mouse_h = Input.GetAxis("Mouse X") * rotateSpeed;
mouse_v = -Input.GetAxis("Mouse Y") * rotateSpeed;
mouseWheel = Input.GetAxis("Mouse ScrollWheel") * rotateSpeed;
PlayeRotate();
MouseScrollWheel(); }
void PlayeRotate()
{
//一个控制人物(左右转向,放人物身上)
transform.Rotate(Vector3.up * Time.deltaTime * rotateSpeed * mouse_h);
Vector3 eulurVector3 = new Vector3(mouse_v, mouse_h, );
Quaternion targetQ = Quaternion.Euler(eulurVector3);
Vector3 newVector3 = targetQ * player2CameraVector;
transform.position = player.position + newVector3;
transform.LookAt(player);
//思考题:上下无法移动
}
void MouseScrollWheel()
{
player2CameraVector = player2CameraVector + player2CameraVector.normalized * mouseWheel;
Vector3 eulurVector3 = new Vector3(mouse_v, mouse_h, );
Quaternion targetQ = Quaternion.Euler(eulurVector3);
Vector3 newVector3 = targetQ * player2CameraVector;
transform.position = player.position + newVector3;
transform.LookAt(player);
//限制
}
}

第一人称视角:人

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FirstPersonalCameraControl : MonoBehaviour {
public float moveSpeed = ;
public float rotateSpeed = ;
private float keyboard_h;
private float keyboard_v;
private float mouse_h;
private float mouse_v;
// Use this for initialization
void Start () { } // Update is called once per frame
void Update () {
keyboard_h = Input.GetAxis("Horizontal");
keyboard_v = Input.GetAxis("Vertical");
mouse_h = Input.GetAxis("Mouse X");
mouse_v = Input.GetAxis("Mouse Y");
PlayerMove();
PlayeRotate();
}
void PlayerMove()
{
//写两个代码:一个控制人物(左右转向,放人物身上),一个控制摄像机(上下转向,放摄像机身上)
transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed * keyboard_v);
transform.Translate(Vector3.right * Time.deltaTime * moveSpeed * keyboard_h);
}
void PlayeRotate()
{
//一个控制人物(左右转向,放人物身上)
transform.Rotate(Vector3.up * Time.deltaTime * rotateSpeed * mouse_h);
}
}

第一人称视角:摄像机

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FirstCameraControl : MonoBehaviour {
//上下转动(180)要比左右转动(360)角度小
public float rotateSpeed = ;
private float mouse_v;
// Use this for initialization
void Start () { } // Update is called once per frame
void Update () {
mouse_v = Input.GetAxis("Mouse Y");
PlayeRotate();
}
void PlayeRotate()
{
//一个控制摄像机(上下转动,放摄像机身上)
transform.Rotate(Vector3.right * Time.deltaTime * rotateSpeed * -mouse_v);
//限制摄像机上下转动幅度
}
}

汽车

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarMove : MonoBehaviour {
public float moveSpeed = ;
public float rotateSpeed = ;
private float keyboard_h;
private float keyboard_v;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
keyboard_h = Input.GetAxis("Horizontal");
keyboard_v = Input.GetAxis("Vertical");
transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed * keyboard_v);
transform.Rotate(Vector3.up * Time.deltaTime * rotateSpeed * keyboard_h);
}
}
摄像机
SmoothDamp,平滑阻尼,从固定的时间内到达某个位置,可用于摄像机跟随
velocity是Vector3类的结构体,不能直接对外传值,只能用ref传引用的地址,如果有多个物体伴随移动,可以用velocity的速度去控制
ref velocity,返回平滑阻尼的当前帧的速度(在Vector3各方向上的速度)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarCameraController : MonoBehaviour {
public Transform car;
public Transform lookTrans;
public float followTime = 0.5f;
private Vector3 currentVelocity;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.position = Vector3.SmoothDamp(transform.position, car.position, ref currentVelocity, followTime);
Vector3 dir = lookTrans.position - transform.position;
Quaternion targetQuat = Quaternion.LookRotation(dir);
transform.rotation = Quaternion.Slerp(transform.rotation, targetQuat, 0.1f);
}
}

对象池

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControl : MonoBehaviour {
public float moveSpeed = ;
Transform firePos;
private void Awake()
{
firePos = transform.Find("firePos");
}
void Update () {
Vector3 moveDir = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), );
transform.Translate(moveDir * Time.deltaTime * moveSpeed);
if(Input.GetKeyDown(KeyCode.Space))
{
// 通过实例化创建子弹 替换成对象池管理
//Instantiate(bulletPrefab, firePos.position, Quaternion.identity);
PoolManager.Instance.Spawn(firePos.position, Quaternion.identity);//从对象池中取出游戏物体,要记得给对象赋于位置和方向
} }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BossControl : MonoBehaviour {
public int hp = ;
void Start () { } void Update () { }
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "Bullet")
{
hp -= ;
// 子弹销毁 替换成对象池管理
//Destroy(other.gameObject);
PoolManager.Instance.Push(other.gameObject);
if(hp <= )
{
Destroy(this.gameObject);
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PoolManager : MonoBehaviour
{
private static PoolManager instance = null;
public static PoolManager Instance { get { return instance; } }
public GameObject bulletPrefab;
public List<GameObject> bulletPool = new List<GameObject>();
// 列表来管理
// 创建的时候 从列表中取一个出来 激活
// 销毁的时候 把这个要销毁的游戏物体 失活, 放到列表中
// 把游戏物体 激活、失活
void Awake()
{
instance = this;
}
// 从对象池中取游戏物体
public GameObject Spawn(Vector3 pos, Quaternion qua)
{
GameObject go;
if (bulletPool.Count == )
{
go = Instantiate(bulletPrefab, pos, qua);
}
else
{
go = bulletPool[bulletPool.Count - ];
go.SetActive(true);
bulletPool.RemoveAt(bulletPool.Count - );
go.transform.position = pos;
go.transform.rotation = qua; }
//粒子特效的拖尾问题处理
//ParticleSystem ps = go.GetComponent<ParticleSystem>();
//if (ps) ps.Clear();
//ParticleSystem[] pses = go.GetComponentsInChildren<ParticleSystem>();
//foreach (var item in pses)
//{
// item.Clear();
//}
TrailRenderer tr = go.GetComponent<TrailRenderer>();//TrailRenderer的拖尾问题处理
tr.Clear();
//ps.Play();
//ps.Pause();
return go;
}
// 把游戏物体放回对象池
public void Push(GameObject go)
{
go.SetActive(false);
bulletPool.Add(go);
}
}

Invoke,延时调用函数

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletMove : MonoBehaviour {
public float moveSpeed = ;
void Start () {
// 销毁 替换成对象池管理
//Destroy(this.gameObject, 5f);
Invoke("PushBack", 5f); // 延迟调用 } void Update () {
transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed);
}
void PushBack()
{
PoolManager.Instance.Push(this.gameObject);
}
}