360°展示模型

下面脚本挂在空物体上,要展示的摄像机放在空物体下。调节参数就可以用了

 

using UnityEngine;
using System.Collections;

public static class Tool
{

    public static Vector3 GetCenter(this Transform root)
    {
       
        MeshRenderer[] renderers = root.GetComponentsInChildren<MeshRenderer>();
        if (renderers.Length == 0) return root.position;

        Bounds bounds = renderers[0].bounds;

        for (int i = 1; i < renderers.Length; i++)
        {
            bounds.Encapsulate(renderers[i].bounds);
        }
        return bounds.center;
    }
}

public class MoveCamera : MonoBehaviour
{
    public static MoveCamera instance;
    public bool autoRotate = false;  //自动旋转
    public float autoRotateSpeed = 20;  
    [SerializeField]
    private Transform target;  //目标物体
    public enum MoveCameraMode
    {
        Transform,
        Position
    }
    private MoveCameraMode mode = MoveCameraMode.Transform;

    private Vector3 targetPosition/*=Tool.GetCenter(target)*/;

    public float xSpeed = 200, ySpeed = 200, mSpeed = 10;
    public float yMinLimit = 0, yMaxLimit = 80;
    public float distance =20, minDistance = 20, maxDistance = 90;
    private float startDistance;
    public bool startNeedDamp;

    public float moveSpeed = 20;
    public bool needDamping = true;
    float damping = 5.0f;

    public float x = 75.14f;
    public float y = 36.85999f;

    public float offsetX = 0.0f;
    public float offsetY = 0.0f;

    public float Ymin = 0;
    public GameObject m_Camera;   //摄像机

    [SerializeField]
    private float MidSpeed = 5;  //中键移动速度
    // Use this for initialization
    void Start()
    {
        //startDistance = distance;
        //startNeedDamp = needDamping;

        //SetTarget(target.transform.GetCenter(), target);
        m_Camera = transform.GetChild(0).gameObject;
    }

    public void InitPosRot()
    {
        x = 75.14f;
        y = 36.85999f;
    }

    private void OnEnable()
    {
        InitPosRot();
          instance = this;
        startDistance = distance;
        startNeedDamp = needDamping;

        //SetTarget(target.transform.GetCenter(), target);
    }

    public void SetTarget(Transform t)
    {
        target = t;
        mode = MoveCameraMode.Transform;
    }

    void SetPornt(GameObject t)
    {
        MeshRenderer[] renderers = t.GetComponentsInChildren<MeshRenderer>(); //选中物体所有包含Mesh的子物体
        if (renderers.Length > 0) //当物体个数至少一个的时候,这个方法才有效
        {
            Bounds bounds = renderers[0].bounds; //以第一个Mesh的Bounds为计算的开始
            for (int i = 1; i < renderers.Length; i++)
            {
                bounds.Encapsulate(renderers[i].bounds); //依次吞噬其他的Bounds
            }

            t.transform.position = bounds.center;
        }
    }

    public void SetTarget(Vector3 position, Transform t)
    {
        targetPosition = position;
        target = t;
        mode = MoveCameraMode.Position;
    }

    public void ResetCamera()
    {
        x = 0;
        y = 0;
        targetPosition = Vector3.zero;
        target = null;
        mode = MoveCameraMode.Transform;
        distance = startDistance;
        autoRotate = false;
        needDamping = startNeedDamp;
        
    }

    public void DestroyTarget()
    {
        if (target != null)
        {
            DestroyImmediate(target.gameObject);
            target = null;
        }
        mode = MoveCameraMode.Transform;
    }

    int rememberDir = 0;
    int rememberFun = 0;


    void Update()
    {
        if (Input.GetKeyUp(KeyCode.F))  //按“F”键   还原物体
        {
            offsetX = 0;
            offsetY = 0;
        }

        DisposeMouth();

        moveSpeed = distance * 1.3f;
        if (!autoRotate)
        {
            if (Input.GetMouseButton(0))
            {
                x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
            }
            if (!Input.GetMouseButton(2))
            {
                float axis = Input.GetAxis("Mouse ScrollWheel") * mSpeed;
                if (axis > 0)
                {
                    if (distance > 4)
                        distance -= axis;
                }
                else
                    distance -= axis;
            }

        }

        y = ClampAngle(y, yMinLimit, yMaxLimit);


        if (Input.GetKeyDown(KeyCode.LeftBracket))
        {
            moveSpeed -= 1;
        }
        if (Input.GetKeyDown(KeyCode.RightBracket))
        {
            moveSpeed += 1;
        }
    }

    void FixedUpdate()
    {
        if (autoRotate)
        {
            x += autoRotateSpeed * 0.02f;
        }
    }

    void LateUpdate()
    {
        if (mode == MoveCameraMode.Transform && target == null) return;
        distance = Mathf.Clamp(distance, minDistance, maxDistance);
        Quaternion rotation = Quaternion.Euler(y, x, 0.0f);

        //Quaternion rotation = Quaternion.Euler(30, x, 0.0f);
        Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
        Vector3 position = Vector3.zero;
        if (mode == MoveCameraMode.Transform)
            position = rotation * disVector + target.position;
        else
            position = rotation * disVector + targetPosition;

        m_Camera.transform.localPosition = new Vector3(offsetX, offsetY);

        if (needDamping)
        {
            transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
            transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
        }
        else
        {
            transform.rotation = rotation;
            transform.position = position;
        }
    }


    static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }

    /// <summary>
    /// 处理鼠标逻辑
    /// </summary>
    void DisposeMouth()
    {
        if (Input.GetMouseButton(2))
        {
            float x = Input.GetAxis("Mouse X");
            float y = Input.GetAxis("Mouse Y");

            offsetX -= x * MidSpeed * Time.deltaTime;
            offsetY -= y * MidSpeed * Time.deltaTime;
            //target.transform.localPosition = new Vector3(target.transform.localPosition.x - x * MidSpeed, target.transform.localPosition.y - y * MidSpeed);

        }
    }

}

 

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