我想根据从API调用获得的角度(俯仰,横滚和偏航)列表平滑地旋转对象(平面)。响应对象是下面的Rootresponse
public class ResponseData
{
public List<int> x; //roll
public List<int> y; //yaw
public List<int> z; //pitch
}
public class RootResponse
{
public ResponseData data;
public string status; //status of the api call
}
我试图使用下面的代码使用while循环遍历FixedUpdate方法中每一帧的值。这将引发“ ArgumentOutOfRange”异常。
如果我根据文档使用transform.Roatate或Quarternion角度,则只能获得最终位置。
在这种情况下,我可以选择的最佳方法是什么?
void FixedUpdate(){
if(shouldUpdate) { //set to true for a success response from the api call
while(ind < dataLen) {
transform.position = Vector3.MoveTowards(new Vector3(batData.x[ind], batData.y[ind], batData.z[ind]), new Vector3(batData.x[ind+1], batData.y[ind + 1], batData.z[ind + 1]), speed * Time.deltaTime);
ind++; //to increment the index every frame
}
}
}
您(可能)不希望将一帧范围内的所有旋转与旋转速度无关。
相反,您应该跟踪遍历该帧队列的过程中正在旋转多少,如果遇到这种情况,请退出while循环。
public float maxAngleRotatePerFrame = 5f;
void FixedUpdate(){
if(shouldUpdate) { //set to true for a success response from the api call
// Keep track of how far we've traveled in this frame.
float angleTraveledThisFrame = 0f;
// Rotate until we've rotated as much as we can in a single frame,
// or we run out of rotations to do.
while (angleTraveledThisFrame < maxAngleRotatePerFrame && ind < dataLen) {
// Figure out how we want to rotate and how much that is
Quaternion curRot = transform.rotation;
Quaternion goalRot = Quaternion.Euler(
batData.x[ind],
batData.y[ind],
batData.z[ind]
);
float angleLeftInThisInd = Quaternion.Angle(curRot, goalRot);
// Rotate as much as we can toward that rotation this frame
float curAngleRotate = Mathf.Min(
angleLeftInThisInd,
maxAngleRotatePerFrame - angleTraveledThisFrame
);
transform.rotation = Quaternion.RotateTowards(curRot, goalRot, curAngleRotate);
// Update how much we've rotated already. This determines
// if we get to go through the while loop again.
angleTraveledThisFrame += curAngleRotate;
if (angleTraveledThisFrame < maxAngleRotatePerFrame ) {
// If we have more rotating to do this frame,
// increment the index.
ind++;
if (ind==dataLen) {
// If you need to do anything when you run out of rotations,
// you can do it here.
}
}
}
}
}
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