unity实现物体两点绑定跟随

主要用来做双手持物体的效果,跟踪点可以理解为单手持物体时,物体跟踪的手部的点,校准点可以理解为由单手变双手时,另一个手上的点。

旋转轴定位点方向可以理解为跟踪点到旋转轴定位点的向量方向,及跟踪点为原点,旋转轴定位点方向会指向校准点。

using UnityEngine;

//旋转轴定位点方向
public enum LocationOrientation
{
    X,
    OppositeX,
    Y,
    OppositeY,
    Z,
    OppositeZ,
}
public class ObjectTrack : MonoBehaviour
{
    [Header("跟踪点"),SerializeField] private Transform trackPoint;
    [Header("校准点"),SerializeField] private Transform calibrationPoint;
    [Header("旋转轴定位点方向"),SerializeField] private LocationOrientation orientation = LocationOrientation.Y;
    
    
    private Vector3 _rotaryAxisLocatingPoint;//旋转轴定位点
    private Transform _self;
    void Start()
    {
        _self = transform;
    }

    private void Update()
    {
        var trackPosition = trackPoint.position;
        _self.position = trackPosition;
        _rotaryAxisLocatingPoint = trackPosition + GetOrientation();
        Vector3 toDirection = (calibrationPoint.position - trackPosition).normalized;
        Vector3 direction = (_rotaryAxisLocatingPoint - trackPosition).normalized;
        Quaternion rotation = Quaternion.FromToRotation(direction,toDirection);
        _self.rotation = rotation * _self.rotation;
    }

    private Vector3 GetOrientation()
    {
        Vector3 value = Vector3.zero;
        switch (orientation)
        {
            case LocationOrientation.X:
                value = _self.right * 0.2f;
                break;
            case LocationOrientation.OppositeX:
                value = -_self.right * 0.2f;
                break;
            case LocationOrientation.Y:
                value = _self.up * 0.2f;
                break;
            case LocationOrientation.OppositeY:
                value = -_self.up * 0.2f;
                break;
            case LocationOrientation.Z:
                value = _self.forward * 0.2f;
                break;
            case LocationOrientation.OppositeZ:
                value = -_self.forward * 0.2f;
                break;
        }
        return value;
    }
}

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