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SphereCast issue on collision detection between camera and object
Hi!
I have to detect if any obstacle is present between the camera and the object it is following. I found a little script to achieve the detection and with the linecast it works perfectly, to gain more precision I want to use a spherecast but this doesn't work in the right way... what can I do? Here is the code attached to my camera, the camera is in the Object's hierarcy as its descendant.
var target : Transform;
// the height we want the camera to be above the target var height = 5.0; var heightDamping = 2.0; var rotationDamping = 3.0;
//camera collision variables var maxDistance = 5.0; var minDistance = 1.2; var smooth = 8.0;
private var dollyDir; private var distance;
// Place the script in the Camera-Control group in the component menu @script AddComponentMenu("Camera-Control/Smooth Follow")
function Awake() { dollyDir = transform.localPosition.normalized; distance = transform.localPosition.magnitude; }
function Update () { // Early out if we don't have a target if (!target) return;
//collision policy
//ideal camera position var desiredCameraPos:Vector3; var targetDirection:Vector3; desiredCameraPos= transform.parent.TransformPoint( dollyDir * maxDistance ); targetDirection = target.transform.position - transform.position; targetDirection = transform.InverseTransformDirection(targetDirection.normalized);
var hit:RaycastHit; var collflag = Physics.SphereCast( desiredCameraPos, 0.5, targetDirection, hit, maxDistance ); //Physics.Linecast( transform.parent.position, desiredCameraPos, hit );
Debug.Log("camera pos: "+transform.position +"target pos:"+target.transform.position); if( collflag ) {
var d; d = Mathf.Clamp( hit.distance, minDistance, maxDistance );
distance = Mathf.Lerp(distance,d,Time.deltaTime*smooth);
Debug.Log("camera collision:"+hit.collider.name + " distance:" +distance); } else { distance=Mathf.Lerp(distance,maxDistance,Time.deltaTime*smooth); }
//camera movement policy
// Calculate the current rotation angles wantedRotationAngle = target.eulerAngles.y; wantedHeight = target.position.y + height;
currentRotationAngle = transform.eulerAngles.y; currentHeight = transform.position.y;
// Damp the rotation around the y-axis currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to: // distance meters behind the target transform.position = target.position; transform.position -= currentRotation Vector3.forward distance;
// Set the height of the camera transform.position.y = currentHeight;
thanks for helping!
D.
Answer by ceinicke · May 25, 2012 at 10:01 PM
Hi!
I haven't tested it but it looks like you are spherecasting from the desired position instead of the current position:
var collflag = Physics.SphereCast( desiredCameraPos, 0.5, targetDirection, hit, maxDistance );
should be:
var collflag = Physics.SphereCast( transform.parent.position, 0.5, targetDirection, hit, maxDistance );
Your answer
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