unity vuforiaAR模型的旋转缩放平移

using UnityEngine;
using System.Collections;
using System.IO;

public class Move : MonoBehaviour
{
    private Touch oldTouch1;  //上次触摸点1(手指1)
    private Touch oldTouch2;  //上次触摸点2(手指2)
    public float timer = 2.0f;



    void Start()
    {

    }

    Vector3 screenPos;
    Vector3 detalPos;
    Vector3 velocity;
    float damp=0.2f;
    bool isDrag=false;

    Vector3 startMousePosition;
    void Update()
    {
        #if UNITY_EDITOR

        if (Input.GetMouseButton(0)) {
            float x=Input.GetAxis("Mouse X");
            float y=Input.GetAxis("Mouse Y");


            if (Input.GetMouseButtonDown(0)) {
                startMousePosition=Input.mousePosition;
                screenPos = Camera.main.WorldToScreenPoint (transform.position);
                Vector3 worldPos = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenPos.z));                 detalPos = transform.position -worldPos;                 timer = 0f;             } else if (Input.mousePosition == startMousePosition){                 if (timer >= 1f)                     isDrag = true;                 else                 {                     timer += Time.deltaTime;                     if(isDrag)                     isDrag=false;                 }             } else if (Input.mousePosition != startMousePosition) {                 if (isDrag) {                     //screenPos = Camera.main.WorldToScreenPoint (transform.position);                     Vector3 targetPos = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenPos.z));                     transform.position = Vector3.SmoothDamp (transform.position, targetPos +detalPos, ref velocity, damp);                 } else {                     //相对于世界坐标中心向右旋转物体                     transform.Rotate(transform.TransformDirection(Vector3.down),x, Space.World);                     //相对于世界坐标中心向上旋转物体                     transform.Rotate(Camera.main.transform.TransformDirection(Vector3.right),y, Space.World);                 }             }         }         return;         #endif      //                 if (2 == Input.touchCount) {                          //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);             //最小缩放到 0.3 倍 //            if (scale.x < 0.3f) { //                scale = Vector3.one * 0.3f; //            } else if (scale.x > 3f) { //                scale = Vector3.one * 3f; //            }             scale =Vector3.one* Mathf.Clamp (scale.x,0.3f,3f);             transform.localScale = scale;             //记住最新的触摸点,下次使用             oldTouch1 = newTouch1;             oldTouch2 = newTouch2;         }     } }

转载于:https://www.cnblogs.com/liunnn/p/7524931.html

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