在Unity中通過觸控式螢幕幕實現模型的旋轉和縮放
阿新 • • 發佈:2019-02-13
using UnityEngine;
using System.Collections;
public class ScaleAndRotate : MonoBehaviour {
private Touch oldTouch1; //上次觸控點1(手指1)
private Touch oldTouch2; //上次觸控點2(手指2)
void Update()
{
//沒有觸控,就是觸控點為0
if (Input.touchCount <= 0)
{
return;
}
//單點觸控, 水平上下旋轉
if (1 == Input.touchCount)
{
Touch touch = Input.GetTouch(0);
Vector2 deltaPos = touch.deltaPosition;
transform.Rotate(Vector3.down * deltaPos.x, Space.World);//繞Y軸進行旋轉
//transform.Rotate(Vector3.right * deltaPos.y, Space.World);//繞X軸進行旋轉,下面我們還可以寫繞Z軸進行旋轉
}
//多點觸控, 放大縮小
Touch newTouch1 = Input.GetTouch(0);
Touch newTouch2 = Input.GetTouch(1);
//第2點剛開始接觸螢幕, 只記錄,不做處理
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
//計算老的兩點距離和新的兩點間距離,變大要放大模型,變小要縮放模型
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
//兩個距離之差,為正表示放大手勢, 為負表示縮小手勢
float offset = newDistance - oldDistance;
//放大因子, 一個畫素按 0.01倍來算(100可調整)
float scaleFactor = offset / 100f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
//在什麼情況下進行縮放
if (scale.x >= 0.05f && scale.y >=0.05f && scale.z >= 0.05f)
{
transform.localScale = scale;
}
//記住最新的觸控點,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}
using System.Collections;
public class ScaleAndRotate : MonoBehaviour {
private Touch oldTouch1; //上次觸控點1(手指1)
private Touch oldTouch2; //上次觸控點2(手指2)
void Update()
{
//沒有觸控,就是觸控點為0
if (Input.touchCount <= 0)
{
return;
}
//單點觸控, 水平上下旋轉
if (1 == Input.touchCount)
{
Touch touch = Input.GetTouch(0);
Vector2 deltaPos = touch.deltaPosition;
transform.Rotate(Vector3.down * deltaPos.x, Space.World);//繞Y軸進行旋轉
//transform.Rotate(Vector3.right * deltaPos.y, Space.World);//繞X軸進行旋轉,下面我們還可以寫繞Z軸進行旋轉
}
//多點觸控, 放大縮小
Touch newTouch1 = Input.GetTouch(0);
Touch newTouch2 = Input.GetTouch(1);
//第2點剛開始接觸螢幕, 只記錄,不做處理
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
//計算老的兩點距離和新的兩點間距離,變大要放大模型,變小要縮放模型
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
//兩個距離之差,為正表示放大手勢, 為負表示縮小手勢
float offset = newDistance - oldDistance;
//放大因子, 一個畫素按 0.01倍來算(100可調整)
float scaleFactor = offset / 100f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
//在什麼情況下進行縮放
if (scale.x >= 0.05f && scale.y >=0.05f && scale.z >= 0.05f)
{
transform.localScale = scale;
}
//記住最新的觸控點,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}