using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
/// <summary>
/// 模型旋转放大缩小操作
/// </summary>
public class ModelOperation : MonoBehaviour
{
public Transform target;
public float xSpeed = 200;
public float ySpeed = 200;
public float mSpeed = 10;
public float yMinLimit = -50;
public float yMaxLimit = 50;
public float distance = 2;
public float minDistance = 2;
public float maxDistance = 30;
public bool needDamping = true;
public float damping = 5.0f;
public float x = 0.0f;
public float y = 0.0f;
public float z = 0.0f;
private float _touchMoveSpeed;
private void Awake()
{
_touchMoveSpeed = 0.001f;
}
void Start()
{
mSpeed = 1;
damping = 20;
yMinLimit = -360;
yMaxLimit = 360;
}
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(0) && !IsPointerOverUI() && Input.touchCount != 2)
{
needDamping = false;
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + target.position;
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;
}
// 双指缩放处理
if (Input.touchCount == 2 && Input.touches[0].phase == TouchPhase.Moved && Input.touches[1].phase == TouchPhase.Moved)
{
Touch touchZero = Input.touches[0];
Touch touchOne = Input.touches[1];
Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;
float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;
distance += deltaMagnitudeDiff * _touchMoveSpeed; // 缩放速度可以调整
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation1 = Quaternion.Euler(y, x, 0.0f);
Vector3 disVector1 = new Vector3(0.0f, 0.0f, -distance);
Vector3 position1 = rotation1 * disVector1 + target.position;
if (needDamping)
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation1, Time.deltaTime * damping);
transform.position = Vector3.Lerp(transform.position, position1, Time.deltaTime * damping);
}
else
{
transform.rotation = rotation1;
transform.position = position1;
}
}
needDamping = true;
}
}
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);
}
bool IsPointerOverUI()
{
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
return results.Count > 0;
}
public void OrbUpdate(OrbUpdateData orbUpdateData)
{
target = orbUpdateData.transform;
distance = orbUpdateData.distance;
minDistance = orbUpdateData.minDistance;
maxDistance = orbUpdateData.maxDistance;
x = orbUpdateData.vertical;
y = orbUpdateData.horizontal;
_touchMoveSpeed = orbUpdateData.touchMoveSpeed;
}
}
public class OrbUpdateData
{
public Transform transform;// 目标
public float distance;// 默认距离
public float minDistance;// 最小距离
public float maxDistance;// 最大距离
public float horizontal;
public float vertical;
public float touchMoveSpeed;
};
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