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今天就跟大家聊聊有关unity3D中怎么实现摄像机抖动特效,可能很多人都不太了解,为了让大家更加了解,小编给大家总结了以下内容,希望大家根据这篇文章可以有所收获。
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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 }
看完上述内容,你们对unity3D中怎么实现摄像机抖动特效有进一步的了解吗?如果还想了解更多知识或者相关内容,请关注创新互联行业资讯频道,感谢大家的支持。