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;
}
}
}