/* * ModelController * * 旋转、平移和缩放对象 * * 作者: Kirurobo http://twitter.com/kirurobo * 许可证: MIT */ using System; using UnityEngine; namespace Kirurobo { public class ModelController : MonoBehaviour { [Flags] public enum RotationAxes : int { None = 0, Pitch = 1, Yaw = 2, PitchAndYaw = 3 } [Flags] public enum DragState { None, Rotating, Translating, } public RotationAxes axes = RotationAxes.PitchAndYaw; public float yawSensitivity = 1f; public float pitchSensitvity = 1f; public float scaleSensitivity = 0.5f; public Vector2 minimumAngles = new Vector2(-90f, -360f); public Vector2 maximumAngles = new Vector2(90f, 360f); [Tooltip("Restrict to move out from screen")] public bool confineTranslation = true; // 是否将位移限制在窗口(屏幕)范围内 [Tooltip("Default is the parent transform")] public Transform centerTransform; // 回転中心 [Tooltip("Default is the main camera")] public Camera currentCamera; internal GameObject centerObject = null; // 当未指定旋转中心Transform时创建的对象 internal Vector3 rotation; internal Vector3 translation; internal Vector3 lastMousePosition; // 上一帧的鼠标坐标 internal DragState dragState; // 拖动时根据开始时的按钮设置对应状态 internal Vector3 relativePosition; internal Quaternion relativeRotation; internal Vector3 originalLocalScale; internal float zoom; void Start() { Initialize(); SetupTransform(); } void OnDestroy() { // 如果旋转中心是独立创建的,则删除 if (centerObject) GameObject.Destroy(centerObject); } void Update() { if (!currentCamera.isActiveAndEnabled) return; { HandleMouse(); } } /// /// 获取并准备所需对象 /// internal void Initialize() { if (!centerTransform) { centerTransform = this.transform.parent; if (!centerTransform || centerTransform == this.transform) { centerObject = new GameObject(); centerTransform = centerObject.transform; centerTransform.position = Vector3.zero; } } if (!currentCamera) { currentCamera = Camera.main; } lastMousePosition = InputProxy.mousePosition; } /// /// 设置初始位置和姿态 /// 在目标对象就绪后执行 /// internal void SetupTransform() { relativePosition = transform.position- centerTransform.position; // 从对象到中心坐标的向量 relativeRotation = transform.rotation * Quaternion.Inverse(centerTransform.rotation); originalLocalScale = transform.localScale; ResetTransform(); } /// /// Reset rotation and translation. /// public void ResetTransform() { rotation = relativeRotation.eulerAngles; translation = relativePosition; zoom = 0f; UpdateTransform(); } /// /// 应用旋转和平移 /// internal void UpdateTransform() { Quaternion rot = Quaternion.Euler(rotation); transform.rotation = rot; transform.position = centerTransform.position + translation; transform.localScale = originalLocalScale * Mathf.Pow(10f, zoom); } internal virtual void HandleMouse() { Vector3 mousePos = InputProxy.mousePosition; if (InputProxy.GetMouseButtonDown(0)) { // 左键(0)拖动时进行平移 if (dragState == DragState.None && IsHit(mousePos)) { dragState = DragState.Translating; // 限制在屏幕范围内 if (confineTranslation) { Vector3 screenMax = new Vector3(Screen.width, Screen.height); mousePos = Vector3.Max(Vector3.Min(mousePos, screenMax), Vector3.zero); } lastMousePosition = mousePos; // 拖动开始时重置 } } else if (InputProxy.GetMouseButtonDown(1)) { // 右键(1)拖动时进行旋转 if (dragState == DragState.None && IsHit(mousePos)) { dragState = DragState.Rotating; lastMousePosition = mousePos; // 拖动开始时重置 } } // 通过拖动旋转 if (dragState == DragState.Rotating) { // 仅在按下按钮时操作 if (InputProxy.GetMouseButton(1)) { // 通过拖动旋转 if ((axes & RotationAxes.Yaw) > RotationAxes.None) { rotation.y -= (mousePos.x - lastMousePosition.x) * 360f / Screen.width * yawSensitivity; rotation.y = ClampAngle(rotation.y, minimumAngles.y, maximumAngles.y); } if ((axes & RotationAxes.Pitch) > RotationAxes.None) { rotation.x += (mousePos.y - lastMousePosition.y) * 360f / Screen.height * pitchSensitvity; rotation.x = ClampAngle(rotation.x, minimumAngles.x, maximumAngles.x); } UpdateTransform(); } else { // 如果右键已松开则结束旋转 dragState = DragState.None; } } // 通过拖动平移 if (dragState == DragState.Translating) { // 仅在按下按钮时操作 if (InputProxy.GetMouseButton(0)) { // 限制在屏幕范围内 if (confineTranslation) { Vector3 screenMax = new Vector3(Screen.width, Screen.height); mousePos = Vector3.Max(Vector3.Min(mousePos, screenMax), Vector3.zero); } Vector3 screenPos = currentCamera.WorldToScreenPoint(transform.position); Vector3 deltaPos = mousePos - lastMousePosition; deltaPos.z = 0f; Vector3 worldPos = currentCamera.ScreenToWorldPoint(screenPos + deltaPos); translation = worldPos - centerTransform.position; UpdateTransform(); } else { // 如果按钮已松开则结束位移 dragState = DragState.None; } } // 暂时仅在使用 Legacy Input Manager 时接受滚轮操作 #if ENABLE_LEGACY_INPUT_MANAGER // 如果滚轮转动,则进行缩放 if (!Mathf.Approximately(Input.GetAxis("Mouse ScrollWheel"), 0f) && IsHit(mousePos)) { // 滚轮操作量 float wheelDelta = Input.GetAxis("Mouse ScrollWheel") * scaleSensitivity; // 更改缩放倍率 zoom -= wheelDelta; zoom = Mathf.Clamp(zoom, -1f, 2f); // 视场角的对数范围 [度] UpdateTransform(); } #endif lastMousePosition = mousePos; } /// /// 判断鼠标操作时是否点击到对象 /// /// internal bool IsHit(Vector3 screenPosition) { RaycastHit hit; Ray ray = currentCamera.ScreenPointToRay(screenPosition); if (Physics.Raycast(ray, out hit)) { if (hit.transform.IsChildOf(transform)) return true; } return false; } /// /// 若角度超出指定范围,则进行修正 /// /// /// /// /// public static float ClampAngle(float angle, float min, float max) { if (angle < -min) angle = -((-angle) % 360f); if (angle > max) angle = angle % 360f; return Mathf.Clamp(angle, min, max); } } }