• 基于体素场景的摄像机穿模处理


    基于上一篇一种基于体素的射线检测
    使用射线处理第三人称摄像头穿模问题

    基于体素的第三人称摄像机拉近简单处理

    摄像机移动至碰撞点处

    简单的从角色身上发射一条射线到摄像机,中途遇到碰撞就把摄像机移动至该碰撞点

        public void UpdateDistance(float defaultDistance)
        {
            Vector3 from = player.position;
            Vector3 to = cameraRoot.position;
            Vector3 forward = (to - from).normalized;
    
            Debug.DrawLine(from, to, Color.red);
    
            if (BlockPhysics.Raycast(BlockWorld.CurWorld, from, forward, (to - from).magnitude, out hitInfo))
            {
                distance = cameraRoot.InverseTransformPoint(hitInfo.point).z;
            }
            else
            {
                distance = 0;
            }
    
            curDistance = Mathf.Lerp(curDistance, distance, speed * Time.fixedDeltaTime);
            curDistance = Mathf.Clamp(curDistance, 0, defaultDistance);
            transform.localPosition = Vector3.forward * curDistance;
        }
    
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    可以明显看到摄像机一半在外面,一半在墙里面体验感非常差
    在这里插入图片描述
    可以通过检测摄像机近裁剪面的4个顶点是否在方块或体素内
    如果有一个顶点产生碰撞,那么就把摄像机向前移动

        float GetDistance(float distance)
        {
            int i = 0;
            int loop = 666;
            virtualCamera.localPosition = Vector3.forward * distance;
            var wrold = BlockWorld.CurWorld;
            while (loop-- > 0)
            {
                UpdateNearClipPlane();
                for (i = 0; i < 4; i++)
                {
                    if (wrold.HasBlockCollider(Vector3Int.RoundToInt(corners[i])) || wrold.HasVoxelCollider(corners[i]))
                    {
                        break;
                    }
                }
                if (i == 4)
                    break;
                distance += 0.25f;
                virtualCamera.localPosition = Vector3.forward * distance;
            }
    
            return distance;
        }
    
    
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    通过前移规避穿模问题
    在这里插入图片描述
    当然如果夹角非常小或者在一个狭窄的通道内,并不推荐拉近摄像头。
    在这里插入图片描述
    因为拉近已经不能解决问题。这种情况下推荐摄像机观察中心直接固定在方块中心。
    从方块中心出发就不用担心角色过于靠近墙壁导致的拉近修复无效

    完整代码

    using UnityEngine;
    
    public class CameraOffset : MonoBehaviour
    {
        public float minSpeed = 5;
        public float maxSpeed = 50;
        Transform cameraRoot;
        Transform player;
        float distance;
        float curDistance;
        RaycastHit hitInfo;
    
        Camera mainCamera;
        Transform virtualCamera;
        Vector3[] corners = new Vector3[4];
        float width;
        float height;
        float speed ;
        private void Start()
        {
            cameraRoot = transform.parent;
            player = GameObject.FindGameObjectWithTag("Player").transform;
            player = player.transform.Find("cameraFollow");
            mainCamera = Camera.main;
            virtualCamera = new GameObject("virtualCamera").transform;
            virtualCamera.transform.SetParent(mainCamera.transform.parent);
            virtualCamera.localPosition = Vector3.zero;
            virtualCamera.localRotation = Quaternion.identity;
            virtualCamera.localScale = Vector3.zero;
    
            float halfFOV = (mainCamera.fieldOfView * 0.5f) * Mathf.Deg2Rad;
            float aspect = mainCamera.aspect;
    
            height = mainCamera.nearClipPlane * Mathf.Tan(halfFOV);
            width = height * aspect;
            speed = maxSpeed;
        }
    
        private void OnDrawGizmos()
        {
            Gizmos.color = Color.red;
            Gizmos.DrawWireSphere(hitInfo.point, 0.1f);
        }
    
        public void UpdateDistance(float defaultDistance)
        {
            Vector3 from = player.position;
            Vector3 to = cameraRoot.position;
            Vector3 forward = (to - from).normalized;
    
            Debug.DrawLine(from, to, Color.red);
    
            if (BlockPhysics.Raycast(BlockWorld.CurWorld, from, forward, (to - from).magnitude, out hitInfo))
            {
                distance = GetDistance(cameraRoot.InverseTransformPoint(hitInfo.point).z);
            }
            else
            {
                distance = 0;
            }
    
            if(distance > curDistance)
                speed = maxSpeed;
            else
                speed = minSpeed;
    
            curDistance = Mathf.Lerp(curDistance, distance, speed * Time.fixedDeltaTime);
            curDistance = Mathf.Clamp(curDistance, 0, defaultDistance);
            transform.localPosition = Vector3.forward * curDistance;
        }
    
        float GetDistance(float distance)
        {
            int i = 0;
            int loop = 666;
            virtualCamera.localPosition = Vector3.forward * distance;
            var wrold = BlockWorld.CurWorld;
            while (loop-- > 0)
            {
                UpdateNearClipPlane();
                for (i = 0; i < 4; i++)
                {
                    if (wrold.HasBlockCollider(Vector3Int.RoundToInt(corners[i])) || wrold.HasVoxelCollider(corners[i]))
                    {
                        break;
                    }
                }
                if (i == 4)
                    break;
                distance += 0.25f;
                virtualCamera.localPosition = Vector3.forward * distance;
            }
    
            return distance;
        }
    
        void UpdateNearClipPlane()
        {
            corners[0] = virtualCamera.position - (virtualCamera.right * width);
            corners[0] += virtualCamera.up * height;
            corners[0] += virtualCamera.forward * mainCamera.nearClipPlane;
    
            corners[1] = virtualCamera.position + (virtualCamera.right * width);
            corners[1] += virtualCamera.up * height;
            corners[1] += virtualCamera.forward * mainCamera.nearClipPlane;
    
            corners[2] = virtualCamera.position - (virtualCamera.right * width);
            corners[2] -= virtualCamera.up * height;
            corners[2] += virtualCamera.forward * mainCamera.nearClipPlane;
    
            corners[3] = virtualCamera.position + (virtualCamera.right * width);
            corners[3] -= virtualCamera.up * height;
            corners[3] += virtualCamera.forward * mainCamera.nearClipPlane;
    
        }
    }
    
    
    
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  • 原文地址:https://blog.csdn.net/qq_17813937/article/details/133523233