Unity三维场景视图(缩放、平移、旋转)

鼠标滚轮:缩放

鼠标右键:旋转

鼠标中键:平移

鼠标左键:选中实体(下面的代码中未实现)

注:

1.地形必须在Terrain图层下

2.相机上必须挂载Rigidbody+Collider,防止钻到地下。

 Rigidbody的Interpolate:Interpolate

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class Viewer : MonoBehaviour
{
    public Texture2D RotateIcon;
    public Texture2D PanIcon;
    public Rigidbody rigibodyCamera;
    public bool IsRecoverCameraForword = false;

    // Start is called before the first frame update
    void Start()
    {

    }
    // Update is called once per frame
    void Update()
    {
        //鼠标是否在UI上
        if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }

        //旋转视角
        if (Input.GetMouseButtonDown(1))
        {
            Cursor.SetCursor(RotateIcon, Vector3.zero, CursorMode.Auto);
        }

        if (Input.GetMouseButtonUp(1))
        {
            Cursor.SetCursor(null, Vector3.zero, CursorMode.Auto);
        }
        if (Input.GetMouseButton(1))
        {
            Vector3 ptCenter = rigibodyCamera.transform.position - rigibodyCamera.transform.forward * 0.1f;
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            LayerMask mask = 1 << (LayerMask.NameToLayer("Terrain"));

            //鼠标点在地面上,以鼠标点为旋转中心
            if (Physics.Raycast(ray, out hitInfo, Mathf.Infinity, mask.value))
            {
                ptCenter = hitInfo.point;
                float dist = Vector3.Distance(ptCenter, rigibodyCamera.transform.position);
                float axis_x = Input.GetAxis("Mouse X");
                float axis_y = Input.GetAxis("Mouse Y");

                float radius = 10.0f * dist;

                //防止相机钻到地面下
                radius = GetMoveableRadius(radius);

                if (Mathf.Abs(axis_x) > Mathf.Abs(axis_y))
                {
                    float drag_x_speed = Mathf.Rad2Deg * (radius / dist);
                    float rotX = axis_x * drag_x_speed * Time.deltaTime;
                    rigibodyCamera.transform.RotateAround(ptCenter, Vector3.up, rotX);
                }
                else
                {
                    float drag_y_speed = Mathf.Rad2Deg * (radius / dist);
                    float rotY = axis_y * drag_y_speed * Time.deltaTime;
                    rigibodyCamera.transform.RotateAround(ptCenter, -rigibodyCamera.transform.right, rotY);
                }
            }
            //鼠标没点在地面上,自由旋转
            else
            {
                float axis_x = Input.GetAxis("Mouse X");
                float axis_y = Input.GetAxis("Mouse Y");
                if (Mathf.Abs(axis_x) > Mathf.Abs(axis_y))
                {
                    float drag_x_speed = 50.0f;
                    float rotX = axis_x * drag_x_speed * Time.deltaTime;
                    rigibodyCamera.transform.RotateAround(ptCenter, Vector3.up, rotX);
                }
                else
                {
                    float drag_y_speed = 30.0f;
                    float rotY = axis_y * drag_y_speed * Time.deltaTime;
                    rigibodyCamera.transform.RotateAround(ptCenter, -rigibodyCamera.transform.right, rotY);
                }
            }
        }

        //放大
        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {   
            float speed = 50.0f;
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            LayerMask mask = 1 << (LayerMask.NameToLayer("Terrain"));
            if (Physics.Raycast(ray, out hitInfo, Mathf.Infinity, mask.value))
            {
                speed = 0.25f * Vector3.Distance(hitInfo.point, ray.origin);
            }

            //防止相机钻到地面下
            speed = GetMoveableRadius(speed);

            //相机往鼠标点的地方移动
            Ray ray2 = Camera.main.ScreenPointToRay(Input.mousePosition);
            rigibodyCamera.MovePosition(rigibodyCamera.position + ray2.direction * speed);
        }

        //缩小
        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            float speed = 50.0f;
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            LayerMask mask = 1 << (LayerMask.NameToLayer("Terrain"));
            if (Physics.Raycast(ray, out hitInfo, Mathf.Infinity, mask.value))
            {
                speed = 0.5f * Vector3.Distance(hitInfo.point, ray.origin);
            }

            //防止相机钻到地面下
            speed = GetMoveableRadius(speed);

            //相机往鼠标点的地方反方向移动
            Ray ray2 = Camera.main.ScreenPointToRay(Input.mousePosition);
            rigibodyCamera.MovePosition(rigibodyCamera.position - ray2.direction * speed);

            if(IsRecoverCameraForword)
            {
                RecoverCameraForword();
            }            
        }

        //鼠标左键操作 
        if (Input.GetMouseButtonDown(2))
        {
            Cursor.SetCursor(PanIcon, Vector3.zero, CursorMode.Auto);
        }

        if (Input.GetMouseButtonUp(2))
        {
            Cursor.SetCursor(null, Vector3.zero, CursorMode.Auto);
        }
        if (Input.GetMouseButton(2))
        {
            float speed = 20.0f;
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            LayerMask mask = 1 << (LayerMask.NameToLayer("Terrain"));
            if (Physics.Raycast(ray, out hitInfo, Mathf.Infinity, mask.value))
            {
                speed = 0.05f * Vector3.Distance(hitInfo.point, ray.origin);
            }
            speed = GetMoveableRadius(speed);

            float x_mouse = -Input.GetAxis("Mouse X");
            float y_mouse = -Input.GetAxis("Mouse Y");

            float angle = Vector3.Angle(Camera.main.transform.forward, Vector3.down);
            if(angle < 5)
            {

                Vector3 vecTemp = Vector3.zero;
                vecTemp += speed * x_mouse * Camera.main.transform.right;
                vecTemp += 0.4f * speed * y_mouse * Camera.main.transform.up;

                //防止相机钻到地面下
                float len = GetMoveableRadius(vecTemp.magnitude);
                rigibodyCamera.MovePosition(rigibodyCamera.position + vecTemp.normalized * len);
            }
            else
            {
                Vector3 vecTemp = Vector3.zero;
                Vector3 dir = Vector3.ProjectOnPlane(Camera.main.transform.forward, Vector3.up);
                vecTemp += speed * x_mouse * Camera.main.transform.right;
                vecTemp += speed * y_mouse * dir.normalized;
                //防止相机钻到地面下
                float len = GetMoveableRadius(vecTemp.magnitude);
                rigibodyCamera.MovePosition(rigibodyCamera.position + vecTemp.normalized * len);
            }
        }
    }

    //计算可移动距离
    private float GetMoveableRadius(float radius)
    {
        int i = 0;
        while (true)
        {
            i++;
            if (i > 50)
            {
                radius = 0.0f;
                break;
            }
            if (IsHaveCollider(Camera.main.transform.position, radius))
            {
                radius = 0.5f * radius;
            }
            else
            {
                break;
            }
        }

        return radius;
    }

    //判断某个点,一定距离内有无碰撞物,-1为小于最小距离,0为位于两个距离内,1为大于最大距离
    bool IsHaveCollider(Vector3 ptCenter, float radius1)
    {
        Collider[] collider1 = Physics.OverlapSphere(ptCenter, radius1);
        if (collider1.Length > 1)
        {
            return true;
        }
        return false;
    }

    //慢慢将相机朝下
    void RecoverCameraForword()
    {
        Quaternion lodRotatiton = rigibodyCamera.transform.rotation;
        lodRotatiton.SetLookRotation(Vector3.down, Vector3.forward);
        Quaternion rot = Quaternion.Lerp(rigibodyCamera.transform.rotation, lodRotatiton, 0.08f);
        rigibodyCamera.MoveRotation(rot);
    }
}

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