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Unity 旋转和缩放01-控制模型自身

Unity 旋转和缩放01-控制模型自身

作者: 玄策丶 | 来源:发表于2018-07-28 15:22 被阅读0次

Unity旋转和缩放02-控制摄像机

功能:控制模型的大小和旋转

PC & Android:

/***********************
 * 遇见你的眉眼,如清风明月。
 * Title:   "旋转和缩放模型"
 * Func:    
 * -        
 * UsedBy:      
 * Date:    2020
 * Author:  XC
 * Version: 1.0
 * Description: 
 ***********************/
using UnityEngine;
using UnityEngine.UI;

public class ScaleOrRotateModels1 : MonoBehaviour
{
    //最大和最小缩放比例值
    public float maxScale = 2f;
    public float minScale = 0.2f;
    //移动平台
    private Touch oldTouch1;  //上次触摸点1(手指1)  
    private Touch oldTouch2;  //上次触摸点2(手指2)  
    private float newdis = 0;
    private float olddis = 0;
    private float horizontalSpeed = 5;
    private float verticalSpeed = 2.5f;
    private Vector3 rotatePos;
    private Vector3 defaultScale;

    private float ZiShenY;
    private float ZiShenX;

    Vector3 StartPosition;  //左键按下时鼠标的位置  
    Vector3 previousPosition;  //上一帧鼠标的位置。 
    Vector2 zishen;//自身位置;

    void Start()
    {
        rotatePos = transform.position;
        defaultScale = transform.localScale;
    }

    void LateUpdate()
    {
        if (Application.platform == RuntimePlatform.Android) //移动端
        {
            //单指触屏滑动,物体的旋转
            if (Input.touchCount == 1)
            {
                if (Input.GetTouch(0).phase == TouchPhase.Moved)
                {
                    //得到手指移动的增量(只有X、Y值)
                    Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
                    if (Mathf.Abs(touchDeltaPosition.x) >= Mathf.Abs(touchDeltaPosition.y))
                    {
                        if (touchDeltaPosition.x < 0)
                        {
                            transform.RotateAround(rotatePos, Vector3.up, horizontalSpeed);
                        }
                        if (touchDeltaPosition.x > 0)
                        {
                            transform.RotateAround(rotatePos, -Vector3.up, horizontalSpeed);
                        }
                    }
                    else
                    {
                        if (touchDeltaPosition.y < 0)
                        {
                            transform.RotateAround(rotatePos, -Vector3.right, verticalSpeed);
                        }
                        if (touchDeltaPosition.y > 0)
                        {
                            transform.RotateAround(rotatePos, Vector3.right, verticalSpeed);
                        }
                    }
                }
            }

            //两指触屏滑动,物体的缩放 
            if (Input.touchCount >= 1)
            {
                //多点触摸, 放大缩小 
                Touch newTouch1 = Input.GetTouch(0);
                Touch newTouch2 = Input.GetTouch(1);

                //第2点刚开始接触屏幕, 只记录,不做处理  
                if (newTouch2.phase == TouchPhase.Began)
                {
                    oldTouch2 = newTouch2;
                    oldTouch1 = newTouch1;
                    return;
                }

                //计算老的两点距离和新的两点间距离,变大要放大模型,变小要缩放模型  
                float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
                float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);

                //两个距离之差,为正表示放大手势, 为负表示缩小手势  
                float offset = newDistance - oldDistance;

                //放大因子, 一个像素按 0.01倍来算(100可调整)  
                float scaleFactor = offset / 100f;
                Vector3 localScale = transform.localScale;
                Vector3 scale = new Vector3(localScale.x + scaleFactor,
                     localScale.y + scaleFactor,
                     localScale.z + scaleFactor);

                //最小缩放 
                if (scale.x > minScale && scale.y > minScale && scale.z > minScale)
                {
                    transform.localScale = scale;
                }

                //记住最新的触摸点,下次使用  
                oldTouch1 = newTouch1;
                oldTouch2 = newTouch2;
            }
            
        }
        else //pc端
        {
            //鼠标左键,物体旋转
            if (Input.GetMouseButton(1))
            {
                //11111111
                //Vector3 fwd = Camera.main.transform.forward;
                //fwd.Normalize();

                //Vector3 vaxis = Vector3.Cross(fwd, Vector3.right);
                //transform.Rotate(vaxis, - Input.GetAxis("Mouse X")*5f, Space.World);
                ////transform.Rotate(vaxis, -Input.GetAxis("Mouse X") * 5f, Space.Self);

                //Vector3 haxis = Vector3.Cross(fwd, Vector3.up);
                //transform.Rotate(haxis, Input.GetAxis("Mouse Y") * -5f, Space.World);
                ////transform.Rotate(haxis, Input.GetAxis("Mouse Y") * -5f, Space.Self);

                //22222222
                //ZiShenY = this.transform.localEulerAngles.y;
                //ZiShenX = this.transform.localEulerAngles.x;

                //float h = Input.GetAxis("Mouse X") * Time.deltaTime;//右正左负 
                //float v = Input.GetAxis("Mouse Y") * Time.deltaTime;//上正下负 

                //if (Mathf.Abs(h) >= Mathf.Abs(v))
                //{

                //    if (h < 0)//左右
                //    {
                //        transform.RotateAround(rotatePos, Vector3.up, horizontalSpeed);
                //        float zz = transform.localEulerAngles.y;
                //        this.transform.localEulerAngles = new Vector3(ZiShenX, zz + 5f, 0);
                //    }
                //    if (h > 0)
                //    {

                //        transform.RotateAround(rotatePos, -Vector3.up, horizontalSpeed);
                //        float zz = transform.localEulerAngles.y;
                //        this.transform.localEulerAngles = new Vector3(ZiShenX, zz - 5f, 0);
                //    }
                //}
                //else//上下
                //{
                //    this.transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, ZiShenY, 0), Time.deltaTime * 5f);
                //    if (v < 0)
                //    {
                //        transform.RotateAround(rotatePos, -Vector3.right, verticalSpeed);
                //        float zz = transform.localEulerAngles.x;
                //        this.transform.localEulerAngles = new Vector3(zz + 5f, ZiShenY, 0);
                //    }
                //    if (v > 0)
                //    {
                //        transform.RotateAround(rotatePos, Vector3.right, verticalSpeed);
                //        float zz = transform.localEulerAngles.x;
                //        this.transform.localEulerAngles = new Vector3(zz - 5f, ZiShenY, 0);

                //    }
                //}

                //3333333333
                float h = Input.GetAxis("Mouse X");//右正左负 
                float v = Input.GetAxis("Mouse Y");//上正下负 
                if (Mathf.Abs(h) >= Mathf.Abs(v))
                {
                    if (h < 0)
                    {
                        transform.RotateAround(transform.position, Vector3.up, horizontalSpeed);
                    }
                    if (h > 0)
                    {
                        transform.RotateAround(transform.position, -Vector3.up, horizontalSpeed);
                    }
                }
                else
                {
                    if (v < 0)
                    {
                        transform.RotateAround(transform.position, -Vector3.right, verticalSpeed);
                    }
                    if (v > 0)
                    {
                        transform.RotateAround(transform.position, Vector3.right, verticalSpeed);
                    }
                }
            }
            //控制放大缩小
            if (Input.GetAxis("Mouse ScrollWheel") < 0 && transform.localScale.x > minScale)
            {
                transform.localScale -= defaultScale * Time.deltaTime * 2;
            }
            else if (Input.GetAxis("Mouse ScrollWheel") > 0 && transform.localScale.x < maxScale)
            {
                transform.localScale += defaultScale * Time.deltaTime * 2;
            }
        }
    }
}

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