手机实现手势操作的类-放大,缩小,旋转水平垂直方向

这篇博客详细介绍了在Unity中如何实现手机手势操作,包括单指滑动旋转和双指捏合缩放的逻辑。通过记录和比较Touch对象的位置,计算手势变化并相应地更新物体的旋转和缩放。代码示例展示了如何限制手势作用区域以及平滑地执行模型变换。

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/// <summary>
    /// 上次触摸点1(手指1)
    /// </summary>
    private Touch oldTouch1;
    /// <summary>
    /// 上次触摸点2(手指2)
    /// </summary>
    private Touch oldTouch2;
    /// <summary>
    /// 用于显示滑动距离
    /// </summary>
    private float oldDis = 0;
    private float newDis = 0;
    private float scaler = 0;
private void Update()
{
    if (Input.touchCount <= 0)
        {
            return;
        }
      if (1 == Input.touchCount)
        {
            Touch touch = Input.GetTouch(0);
            Vector2 deltaPos = touch.deltaPosition;
            Vector2 tempPosition = Input.GetTouch(0).position;
       }
//单点做区域限制
   if (Input.GetTouch(0).phase == TouchPhase.Moved)
     {

        if (tempPosition.x > Screen.width-300 && tempPosition.x <Screen.width && tempPosition.y > 350 &&                          tempPosition.y < Screen.height)
                {
                    if (transform.childCount == 0)
                    {
                        transform.Rotate(Vector3.down * deltaPos.x, Space.Self);
                    }
                    else
                    {  //正常
                        transform.Rotate(Vector3.right * deltaPos.y, Space.Self);
                    }
               }
       
      if (tempPosition.y > 0 && tempPosition.y < 250 && tempPosition.x > 0 && tempPosition.x < Screen.width-100)
                {
                    if (transform.childCount == 0)
                    {
                        transform.Rotate(Vector3.right * deltaPos.y, Space.Self);
                    }
                    else
                    {
                        //正常
                        transform.Rotate(Vector3.down * deltaPos.x, Space.Self);
                    }
                }
    }
          
        }
        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);
        oldDis = oldDistance;
        newDis = newDistance;
        //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);
        scaler = scaleFactor;
  if (scale.x > 0.01f && scale.y > 0.01f && scale.z > 0.01f)
        {
            //实用差值运算,模型平滑缩放
            transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(Mathf.Clamp(localScale.x + scaleFactor, 0.01f, 2f),  Mathf.Clamp(localScale.y + scaleFactor, 0.01f, 2f),Mathf.Clamp(localScale.z + scaleFactor, 0.01f, 2f)), 0.3f);
        }
        //记住最新的触摸点,下次使用
        oldTouch1 = newTouch1;
        oldTouch2 = newTouch2;
}

}
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