unity3D实现摄像机抖动特效
本文实例为大家分享了unity3D实现摄像机抖动的具体代码,供大家参考,具体内容如下
创新互联自成立以来,一直致力于为企业提供从网站策划、网站设计、成都网站制作、做网站、电子商务、网站推广、网站优化到为企业提供个性化软件开发等基于互联网的全面整合营销服务。公司拥有丰富的网站建设和互联网应用系统开发管理经验、成熟的应用系统解决方案、优秀的网站开发工程师团队及专业的网站设计师团队。
摄像机抖动特效 在需要的地方调用CameraShake.Shake()方法就可以
public class CameraShake : MonoBehaviour { /// /// The cameras to shake. /// public List cameras = new List(); /// /// The maximum number of shakes to perform. /// public int numberOfShakes = 2; /// /// The amount to shake in each direction. /// public Vector3 shakeAmount = Vector3.one; /// /// The amount to rotate in each direction. /// public Vector3 rotationAmount = Vector3.one; /// /// The initial distance for the first shake. /// public float distance = 00.10f; /// /// The speed multiplier for the shake. /// public float speed = 50.00f; /// /// The decay speed (between 0 and 1). Higher values will stop shaking sooner. /// public float decay = 00.20f; /// /// The modifier applied to speed in order to shake the GUI. /// public float guiShakeModifier = 01.00f; /// /// If true, multiplies the final shake speed by the time scale. /// public bool multiplyByTimeScale = true; // Shake rect (for GUI) private Rect shakeRect; // States private bool shaking = false; private bool cancelling = false; internal class ShakeState { internal readonly Vector3 startPosition; internal readonly Quaternion startRotation; internal readonly Vector2 guiStartPosition; internal Vector3 shakePosition; internal Quaternion shakeRotation; internal Vector2 guiShakePosition; internal ShakeState(Vector3 position, Quaternion rotation, Vector2 guiPosition) { startPosition = position; startRotation = rotation; guiStartPosition = guiPosition; shakePosition = position; shakeRotation = rotation; guiShakePosition = guiPosition; } } private Dictionary> states = new Dictionary>(); private Dictionary shakeCount = new Dictionary(); // Minimum shake values private const bool checkForMinimumValues = true; private const float minShakeValue = 0.001f; private const float minRotationValue = 0.001f; #region Singleton /// /// The Camera Shake singleton instance. /// public static CameraShake instance; private void OnEnable() { if (cameras.Count < 1) { if (camera) cameras.Add(camera); } if (cameras.Count < 1) { if (Camera.main) cameras.Add(Camera.main); } if (cameras.Count < 1) { Debug.LogError("Camera Shake: No cameras assigned in the inspector!"); } instance = this; } #endregion #region Static properties public static bool isShaking { get { return instance.IsShaking(); } } public static bool isCancelling { get { return instance.IsCancelling(); } } #endregion #region Static methods public static void Shake() { instance.DoShake(); } public static void Shake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale) { instance.DoShake(numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale); } public static void Shake(System.Action callback) { instance.DoShake(callback); } public static void Shake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale, System.Action callback) { instance.DoShake(numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale, callback); } public static void CancelShake() { instance.DoCancelShake(); } public static void CancelShake(float time) { instance.DoCancelShake(time); } public static void BeginShakeGUI() { instance.DoBeginShakeGUI(); } public static void EndShakeGUI() { instance.DoEndShakeGUI(); } public static void BeginShakeGUILayout() { instance.DoBeginShakeGUILayout(); } public static void EndShakeGUILayout() { instance.DoEndShakeGUILayout(); } #endregion #region Events /// /// Occurs when a camera starts shaking. /// public event System.Action cameraShakeStarted; /// /// Occurs when a camera has completely stopped shaking and has been reset to its original position. /// public event System.Action allCameraShakesCompleted; #endregion #region Public methods public bool IsShaking() { return shaking; } public bool IsCancelling() { return cancelling; } public void DoShake() { Vector3 seed = Random.insideUnitSphere; foreach(Camera cam in cameras) { StartCoroutine(DoShake_Internal(cam, seed, this.numberOfShakes, this.shakeAmount, this.rotationAmount, this.distance, this.speed, this.decay, this.guiShakeModifier, this.multiplyByTimeScale, null)); } } public void DoShake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale) { Vector3 seed = Random.insideUnitSphere; foreach(Camera cam in cameras) { StartCoroutine(DoShake_Internal(cam, seed, numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale, null)); } } public void DoShake(System.Action callback) { Vector3 seed = Random.insideUnitSphere; foreach(Camera cam in cameras) { StartCoroutine(DoShake_Internal(cam, seed, this.numberOfShakes, this.shakeAmount, this.rotationAmount, this.distance, this.speed, this.decay, this.guiShakeModifier, this.multiplyByTimeScale, callback)); } } public void DoShake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale, System.Action callback) { Vector3 seed = Random.insideUnitSphere; foreach(Camera cam in cameras) { StartCoroutine(DoShake_Internal(cam, seed, numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale, callback)); } } public void DoCancelShake() { if (shaking && !cancelling) { shaking = false; this.StopAllCoroutines(); foreach(Camera cam in cameras) { if (shakeCount.ContainsKey(cam)) { shakeCount[cam] = 0; } ResetState(cam.transform, cam); } } } public void DoCancelShake(float time) { if (shaking && !cancelling) { this.StopAllCoroutines(); this.StartCoroutine(DoResetState(cameras, shakeCount, time)); } } public void DoBeginShakeGUI() { CheckShakeRect(); GUI.BeginGroup(shakeRect); } public void DoEndShakeGUI() { GUI.EndGroup(); } public void DoBeginShakeGUILayout() { CheckShakeRect(); GUILayout.BeginArea(shakeRect); } public void DoEndShakeGUILayout() { GUILayout.EndArea(); } #endregion #region Private methods private void OnDrawGizmosSelected() { foreach(Camera cam in cameras) { if (!cam) continue; if (IsShaking()) { Vector3 offset = cam.worldToCameraMatrix.GetColumn(3); offset.z *= -1; offset = cam.transform.position + cam.transform.TransformPoint(offset); Quaternion rot = QuaternionFromMatrix(cam.worldToCameraMatrix.inverse * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1,1,-1))); Matrix4x4 matrix = Matrix4x4.TRS(offset, rot, cam.transform.lossyScale); Gizmos.matrix = matrix; } else { Matrix4x4 matrix = Matrix4x4.TRS(cam.transform.position, cam.transform.rotation, cam.transform.lossyScale); Gizmos.matrix = matrix; } Gizmos.DrawWireCube(Vector3.zero, shakeAmount); Gizmos.color = Color.cyan; if (cam.isOrthoGraphic) { Vector3 pos = new Vector3(0, 0, (cam.near + cam.far) / 2f); Vector3 size = new Vector3(cam.orthographicSize / cam.aspect, cam.orthographicSize * 2f, cam.far - cam.near); Gizmos.DrawWireCube(pos, size); } else { Gizmos.DrawFrustum(Vector3.zero, cam.fov, cam.far, cam.near, (.7f / cam.aspect)); } } } private IEnumerator DoShake_Internal(Camera cam, Vector3 seed, int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale, System.Action callback) { // Wait for async cancel operations to complete if (cancelling) yield return null; // Set random values var mod1 = seed.x > .5f ? 1 : -1; var mod2 = seed.y > .5f ? 1 : -1; var mod3 = seed.z > .5f ? 1 : -1; // First shake if (!shaking) { shaking = true; if (cameraShakeStarted != null) cameraShakeStarted(); } if (shakeCount.ContainsKey(cam)) shakeCount[cam]++; else shakeCount.Add(cam, 1); // Pixel width is always based on the first camera float pixelWidth = GetPixelWidth(cameras[0].transform, cameras[0]); // Set other values Transform cachedTransform = cam.transform; Vector3 camOffset = Vector3.zero; Quaternion camRot = Quaternion.identity; int currentShakes = numberOfShakes; float shakeDistance = distance; float rotationStrength = 1; float startTime = Time.time; float scale = multiplyByTimeScale ? Time.timeScale : 1; float pixelScale = pixelWidth * guiShakeModifier * scale; Vector3 start1 = Vector2.zero; Quaternion startR = Quaternion.identity; Vector2 start2 = Vector2.zero; ShakeState state = new ShakeState(cachedTransform.position, cachedTransform.rotation, new Vector2(shakeRect.x, shakeRect.y)); List stateList; if (states.TryGetValue(cam, out stateList)) { stateList.Add(state); } else { stateList = new List(); stateList.Add(state); states.Add(cam, stateList); } // Main loop while (currentShakes > 0) { if (checkForMinimumValues) { // Early break when rotation is less than the minimum value. if (rotationAmount.sqrMagnitude != 0 && rotationStrength <= minRotationValue) break; // Early break when shake amount is less than the minimum value. if (shakeAmount.sqrMagnitude != 0 && distance != 0 && shakeDistance <= minShakeValue) break; } var timer = (Time.time - startTime) * speed; state.shakePosition = start1 + new Vector3( mod1 * Mathf.Sin(timer) * (shakeAmount.x * shakeDistance * scale), mod2 * Mathf.Cos(timer) * (shakeAmount.y * shakeDistance * scale), mod3 * Mathf.Sin(timer) * (shakeAmount.z * shakeDistance * scale)); state.shakeRotation = startR * Quaternion.Euler( mod1 * Mathf.Cos(timer) * (rotationAmount.x * rotationStrength * scale), mod2 * Mathf.Sin(timer) * (rotationAmount.y * rotationStrength * scale), mod3 * Mathf.Cos(timer) * (rotationAmount.z * rotationStrength * scale)); state.guiShakePosition = new Vector2( start2.x - (mod1 * Mathf.Sin(timer) * (shakeAmount.x * shakeDistance * pixelScale)), start2.y - (mod2 * Mathf.Cos(timer) * (shakeAmount.y * shakeDistance * pixelScale))); camOffset = GetGeometricAvg(stateList, true); camRot = GetAvgRotation(stateList); NormalizeQuaternion(ref camRot); Matrix4x4 m = Matrix4x4.TRS(camOffset, camRot, new Vector3(1, 1, -1)); cam.worldToCameraMatrix = m * cachedTransform.worldToLocalMatrix; var avg = GetGeometricAvg(stateList, false); shakeRect.x = avg.x; shakeRect.y = avg.y; if (timer > Mathf.PI * 2) { startTime = Time.time; shakeDistance *= (1 - Mathf.Clamp01(decay)); rotationStrength *= (1 - Mathf.Clamp01(decay)); currentShakes--; } yield return null; } // End conditions shakeCount[cam]--; // Last shake if (shakeCount[cam] == 0) { shaking = false; ResetState(cam.transform, cam); if (allCameraShakesCompleted != null) { allCameraShakesCompleted(); } } else { stateList.Remove(state); } if (callback != null) callback(); } private Vector3 GetGeometricAvg(List states, bool position) { float x = 0, y = 0, z = 0, l = states.Count; foreach(ShakeState state in states) { if (position) { x -= state.shakePosition.x; y -= state.shakePosition.y; z -= state.shakePosition.z; } else { x += state.guiShakePosition.x; y += state.guiShakePosition.y; } } return new Vector3(x / l, y / l, z / l); } private Quaternion GetAvgRotation(List states) { Quaternion avg = new Quaternion(0,0,0,0); foreach(ShakeState state in states) { if (Quaternion.Dot (state.shakeRotation, avg) > 0) { avg.x += state.shakeRotation.x; avg.y += state.shakeRotation.y; avg.z += state.shakeRotation.z; avg.w += state.shakeRotation.w; } else { avg.x += -state.shakeRotation.x; avg.y += -state.shakeRotation.y; avg.z += -state.shakeRotation.z; avg.w += -state.shakeRotation.w; } } var mag = Mathf.Sqrt(avg.x* avg.x + avg.y* avg.y + avg.z * avg.z + avg.w * avg.w); if (mag > 0.0001f) { avg.x /= mag; avg.y /= mag; avg.z /= mag; avg.w /= mag; } else { avg = states[0].shakeRotation; } return avg; } private void CheckShakeRect() { if (Screen.width != shakeRect.width || Screen.height != shakeRect.height) { shakeRect.width = Screen.width; shakeRect.height = Screen.height; } } private float GetPixelWidth(Transform cachedTransform, Camera cachedCamera) { var position = cachedTransform.position; var screenPos = cachedCamera.WorldToScreenPoint(position - cachedTransform.forward * .01f); var offset = Vector3.zero; if (screenPos.x > 0) offset = screenPos - Vector3.right; else offset = screenPos + Vector3.right; if (screenPos.y > 0) offset = screenPos - Vector3.up; else offset = screenPos + Vector3.up; offset = cachedCamera.ScreenToWorldPoint(offset); return 1f / (cachedTransform.InverseTransformPoint(position) - cachedTransform.InverseTransformPoint(offset)).magnitude; } private void ResetState(Transform cachedTransform, Camera cam) { cam.ResetWorldToCameraMatrix(); shakeRect.x = 0; shakeRect.y = 0; states[cam].Clear(); } private List offsetCache = new List(10); private List rotationCache = new List(10); private IEnumerator DoResetState(List cameras, Dictionary shakeCount, float time) { offsetCache.Clear(); rotationCache.Clear(); foreach(Camera cam in cameras) { offsetCache.Add((Vector3)((cam.worldToCameraMatrix * cam.transform.worldToLocalMatrix.inverse).GetColumn(3))); rotationCache.Add(QuaternionFromMatrix((cam.worldToCameraMatrix * cam.transform.worldToLocalMatrix.inverse).inverse * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1,1,-1)))); if (shakeCount.ContainsKey(cam)) { shakeCount[cam] = 0; } states[cam].Clear(); } float t = 0; float x = shakeRect.x, y = shakeRect.y; cancelling = true; while (t < time) { int i = 0; foreach(Camera cam in cameras) { Transform cachedTransform = cam.transform; shakeRect.x = Mathf.Lerp(x, 0, t / time); shakeRect.y = Mathf.Lerp(y, 0, t / time); Vector3 pos = Vector3.Lerp(offsetCache[i], Vector3.zero, t / time); Quaternion rot = Quaternion.Slerp(rotationCache[i], cachedTransform.rotation, t / time); Matrix4x4 m = Matrix4x4.TRS(pos, rot, new Vector3(1, 1, -1)); cam.worldToCameraMatrix = m * cachedTransform.worldToLocalMatrix; i++; } t += Time.deltaTime; yield return null; } foreach(Camera cam in cameras) { cam.ResetWorldToCameraMatrix(); shakeRect.x = 0; shakeRect.y = 0; } this.shaking = false; this.cancelling = false; } #endregion #region Quaternion helpers private static Quaternion QuaternionFromMatrix(Matrix4x4 m) { return Quaternion.LookRotation(m.GetColumn(2), m.GetColumn(1)); } private static void NormalizeQuaternion (ref Quaternion q) { float sum = 0; for (int i = 0; i < 4; ++i) sum += q[i] * q[i]; float magnitudeInverse = 1 / Mathf.Sqrt(sum); for (int i = 0; i < 4; ++i) q[i] *= magnitudeInverse; } #endregion }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持创新互联。
本文标题:unity3D实现摄像机抖动特效
标题链接:http://myzitong.com/article/pceiic.html