Unity 触屏手势控制Camera平移旋转缩放

Unity 触屏手势控制Camera平移旋转缩放

实现思路

单点触屏,位移增量控制相机平移;

两点触屏,两点位移控制相机前后移动(缩放);两点中一点不位移控制相机绕点旋转;

实现需要的API

Touch.position触屏点的位置

Touch.deltaPosition触屏点的位移增量

Touch.phase触屏的状态描述触摸的阶段

Input.touchCount触屏点的数量

Input.touches触屏点的数组

代码

using System;
using UnityEngine;

public class TouchControlCamera : MonoBehaviour
{
    public float Speed = 1;//控制速度

    Transform m_Camera;//相机
    Vector3 m_transfrom;//记录camera的初始位置
    Vector3 m_eulerAngles;//记录camera的初始角度
    Vector3 m_RayHitPoint;//记录射线点
    Touch m_touchLeft;//记录左边的触屏点
    Touch m_touchRight;//记录右边的触屏点
    int m_isforward;//标记摄像机的前后移动方向
    //用于判断是否放大
    float m_leng0 = 0;
    int IsEnlarge(Vector2 P1, Vector2 P2)
    {
        float leng1 = Vector2.Distance(P1, P2);
        if (m_leng0 == 0)
        {
            m_leng0 = leng1;
        }
        if (m_leng0 < leng1)
        {
            //放大手势
            m_leng0 = leng1;
            return 1;
        }
        else if (m_leng0 > leng1)
        {
            //缩小手势
            m_leng0 = leng1;
            return -1;
        }
        else
        {
            m_leng0 = leng1;
            return 0;
        }
    }
    void Start()
    {
        m_Camera = this.transform;
        m_RayHitPoint = Vector3.zero;
        m_transfrom = m_Camera.position;
        m_eulerAngles = m_Camera.eulerAngles;
    }
    //得到单位向量
    Vector2 GetDirection(Vector2 vector)
    {
        vector.Normalize();
        return vector;
    }
    void Update()
    {
        if (Input.touchCount <= 0)
            return;
        if (Input.touchCount == 1) //单点触碰移动摄像机
        {
            if (Input.touches[0].phase == TouchPhase.Began)
                RayPoint();
            if (Input.touches[0].phase == TouchPhase.Moved) //手指在屏幕上移动,移动摄像机
            {
                Translation(-GetDirection(Input.touches[0].deltaPosition));
            }
        }
        else if (Input.touchCount == 2)
        {
            //判断左右触屏点
            if (Input.touches[0].position.x > Input.touches[1].position.x)
            {
                m_touchLeft = Input.touches[1];
                m_touchRight = Input.touches[0];
            }
            else
            {
                m_touchLeft = Input.touches[0];
                m_touchRight = Input.touches[1];
            }
            RayPoint();
            if (m_touchRight.deltaPosition != Vector2.zero && m_touchLeft.deltaPosition != Vector2.zero)
            {
                //判断手势伸缩从而进行摄像机前后移动参数缩放效果
                m_isforward = IsEnlarge(m_touchLeft.position, m_touchRight.position);
                FrontMove(m_isforward);
            }
            else if (m_touchRight.deltaPosition == Vector2.zero && m_touchLeft.deltaPosition != Vector2.zero)
            {
                RotatePoint(-GetDirection(m_touchLeft.deltaPosition));//左手旋转
            }
            else if (m_touchRight.deltaPosition != Vector2.zero && m_touchLeft.deltaPosition == Vector2.zero)
            {
                RotatePoint(-GetDirection(m_touchRight.deltaPosition));//右手旋转
            }
            else
            {
                return;
            }
        }
    }

    Vector3 m_VecOffet = Vector3.zero;
    /// <summary>
    /// 水平平移
    /// </summary>
    /// <param name="direction"></param>
    void Translation(Vector2 direction)
    {
        m_VecOffet = m_RayHitPoint - m_Camera.position;
        float ftCamerDis = GetDis();
        if (ftCamerDis == 0)
        {
            ftCamerDis = 1;
        }
        float tranY = direction.y * (float)Math.Sin(Math.Round(m_Camera.localRotation.eulerAngles.x, 2) * Math.PI / 180.0);
        float tranZ = direction.y * (float)Math.Cos(Math.Round(m_Camera.localRotation.eulerAngles.x, 2) * Math.PI / 180.0);
        m_Camera.Translate(new Vector3(-direction.x, -tranY, -tranZ) * ftCamerDis * Time.deltaTime * Speed, Space.Self);
        m_RayHitPoint = m_Camera.position + m_VecOffet;
    }
    /// <summary>
    /// 得到射线碰撞点
    /// </summary>
    void RayPoint()
    {
        Ray ray;
        ray = new Ray(m_Camera.position, m_Camera.forward);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit))
        {
            m_RayHitPoint = hit.point;
        }
        else
        {
            m_RayHitPoint = transform.forward * 800 + transform.position;//摄像机前方 800 点                                            
        }
    }
    /// <summary>
    /// 绕点旋转
    /// </summary>
    void RotatePoint(Vector2 rotate)
    {
        Vector3 eulerAngles = m_Camera.eulerAngles;
        float eulerAngles_x = eulerAngles.y;
        float eulerAngles_y = eulerAngles.x;

        float ftCamerDis = GetDis();
        eulerAngles_x += (rotate.x) * Time.deltaTime * 60;
        eulerAngles_y -= (rotate.y) * Time.deltaTime * 60;
        if (eulerAngles_y > 80)
        {
            eulerAngles_y = 80;
        }
        else if (eulerAngles_y < 1)
        {
            eulerAngles_y = 1;
        }
        Quaternion quaternion = Quaternion.Euler(eulerAngles_y, eulerAngles_x, (float)0);
        Vector3 vector = ((Vector3)(quaternion * new Vector3((float)0, (float)0, -ftCamerDis))) + m_RayHitPoint;
        m_Camera.rotation = quaternion;
        m_Camera.position = vector;

    }
    /// <summary>
    /// 向前移动
    /// Direction[方向]
    /// </summary>
    /// <param name="intDirection">填写正反,1向前移动,2向后移动</param>
    void FrontMove(int intDirection)
    {
        float ftCamerDis = GetDis();
        if (ftCamerDis < 1)
        {
            ftCamerDis = 1;
        }
        m_Camera.Translate(Vector3.forward * ftCamerDis * Time.deltaTime * Speed * intDirection);
    }
    float GetDis()
    {
        float ftCamerDis = Vector3.Distance(m_Camera.position, m_RayHitPoint);

        return ftCamerDis;
    }
    //相机复位
    public void Reset()
    {
        m_Camera.position = m_transfrom;
        m_Camera.eulerAngles = m_eulerAngles;
    }
}

原理参见我的另一篇文章地址

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转载自blog.csdn.net/dxs1990/article/details/124476811