2019-02-21 17:19:32 2167瀏覽
今天扣丁學(xué)堂Unity3D培訓(xùn)老師給大家介紹一下關(guān)于實(shí)現(xiàn)鼠標(biāo)控制旋轉(zhuǎn)轉(zhuǎn)盤的詳細(xì)介紹,首先我們經(jīng)常會(huì)遇到類似用鼠標(biāo)旋轉(zhuǎn)轉(zhuǎn)盤打開開關(guān)的需求。讓用戶更加真實(shí)的操作設(shè)備儀器。接下來說下我的解決方案。ModelScreenPos = camera.WorldToScreenPoint(Model.transform.position);
這里有個(gè)聲明,這個(gè)模型代表的是轉(zhuǎn)盤,而且要保證模型的中心點(diǎn)在轉(zhuǎn)盤中心。然后我們就要計(jì)算鼠標(biāo)以模型在屏幕坐標(biāo)為中心點(diǎn)的旋轉(zhuǎn)偏移量。我們開始以鼠標(biāo)按下的瞬間,偏移量為0,然后進(jìn)行每幀計(jì)算偏移量。偏移量也就是旋轉(zhuǎn)角度,很好計(jì)算,就是求兩個(gè)向量的夾角。角度angle=Vector2.Angle(OA,OB);
q = Quaternion.FromToRotation(OA, OB);
private Vector2 ModelPos; private Vector2 mousePos; //當(dāng)前鼠標(biāo)位置 private Vector2 premousePos;//上一幀鼠標(biāo)位置 private Quaternion q; private float RotateAngle; private Vector3 localEluer; //模型歐拉角存儲(chǔ)變量 private bool IsSelect = false; void Start() { ModelPos = camera.WorldToScreenPoint(go.transform.position); angle = localEluer.x = info.opening; go.transform.localEulerAngles = localEluer; } public virtual void Update() { if (Input.GetMouseButtonDown(0)&&modelCamera.IsTouch()) { IsSelect = true; premousePos = mousePos=Input.mousePosition; //每次重新點(diǎn)擊的時(shí)候都重置鼠標(biāo)上一幀點(diǎn)擊坐標(biāo) } if (Input.GetMouseButton(0)&& IsSelect) { mousePos = Input.mousePosition; RotateAngle = Vector2.Angle(premousePos - ModelPos, mousePos - ModelPos); //Debug.Log("RotateAngle+"+RotateAngle); if (RotateAngle == 0) { premousePos = mousePos; } else { q = Quaternion.FromToRotation(premousePos - ModelPos, mousePos - ModelPos); float k = q.z > 0 ? 1 : -1; localEluer.x += k * RotateAngle; //Debug.Log(localEluer.x); angle = localEluer.x = Mathf.Clamp(localEluer.x, 0, AllowAngle); //這里是項(xiàng)目需要 限制一下旋轉(zhuǎn)圈數(shù) go.transform.localEulerAngles = localEluer; premousePos = mousePos; } } if (Input.GetMouseButtonUp(0)) { IsSelect = false; } }
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