我正在使用Unity3D.我想旋转一个物体面向鼠标指针的方向,但允许最大旋转速度,如“每秒最大100度”.
文档中有一个例子,但它没有做我想要的.
我认为Time.time应该是Time.deltaTime,我无法真正理解最后一个参数的作用.它应该是与起始向量相加的数字吗?
http://docs.unity3d.com/Documentation/ScriptReference/Quaternion.Slerp.html
另外,我无法真正理解最后一个参数的作用.这是轮换的时候吗?
我正在使用的代码
Plane plane = new Plane(Vector3.up, 0);
float dist;
void Update () {
//cast ray from camera to plane (plane is at ground level, but infinite in space)
Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
if (plane.Raycast(ray, out dist)) {
Vector3 point = ray.GetPoint(dist);
//find the vector pointing from our position to the target
Vector3 direction = (point - transform.position).normalized;
//create the rotation we need to be in to look at the target
Quaternion lookRotation = Quaternion.LookRotation(direction);
//rotate towards a direction, but not immediately (rotate a little every frame)
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * rotationSpeed);
}
}
我认为弱点位于Slerp的第三个参数中,但我无法弄清楚要放在那里的内容.
解决方法:
您需要为插值维护一个单独的变量并更新每一帧.否则,你的Time.deltaTime * rotationSpeed会一直持续超过0-1范围.
private float _RawLerp;
private float _Lerp;
public float _Speed;
public transform _Source;
public transform _Target;
private transform _TransformCache; // the transform for my game object, set in the Awake method
public void Update()
{
_RawLerp += Time.deltaTime * _Speed;
_Lerp = Mathf.Min(_RawLerp, 1);
_TransformCache.rotation = Quaternion.Slerp(
_Source.TargetRotation(),
_Target.TargetRotation(),
_Lerp);
}