前言
由于欧拉角具有直观的可读性,做相机旋转时选择修改eulerAngles 来实现旋转,但实际效果与预期稍有不同,这是因为欧拉角受到万向锁(Gimbal Lock)的影响,在赋值时需要对输入的角度进行调整。
if (value < 180)
{
value = Mathf.Clamp(value, -180, -min);
}
else
{
value = Mathf.Clamp(value, 360 - max, 360);
}
实现
private void Rotate()
{
xInput = Input.GetAxis("Mouse X");
yInput = Input.GetAxis("Mouse Y");
float xAngle = transCam.eulerAngles.x - yInput * speedRotate;
float yAngle = transCam.eulerAngles.y + xInput * speedRotate;
xAngle = Clamp(xAngle, minAngleX, maxAngleX);
yAngle = Clamp(yAngle, minAngleY, maxAngleY);
transCam.eulerAngles = new Vector3(xAngle, yAngle, 0);
float Clamp(float value, float min, float max)
{
if (min > max)
{
float temp = min;
min = max;
max = temp;
}
if (value < 180)
{
value = Mathf.Clamp(value, -180, -min);
}
else
{
value = Mathf.Clamp(value, 360 - max, 360);
}
return value;
}
}