2025-02-12 08:43:33 +08:00

179 lines
5.8 KiB
C#

using UnityEngine;
public class ModelShowControl: MonoBehaviour
{
[SerializeField][Header("渲染展示相机")]
private GameObject showCamera;
[SerializeField][Header("展示交互的物品")]
private GameObject showGameObject;
[SerializeField][Header("是否自动旋转")]
private bool isAutoRotate;
[SerializeField][Header("速度")]
private float speed=5f;
[SerializeField][Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
private Vector3 autoRotateDirection;
[SerializeField][Header("是否按照自身坐标系轴自动旋转")]
private bool isAutoRotatePivot;
[SerializeField][Header("自动旋转速度")]
private float autoRotationSpeed = 5;
[SerializeField][Header("鼠标旋转速度")]
private float mouseRotateSpeed = 0.5f;
[SerializeField][Header("是否反向旋转X")]
private bool isRotateInvertX;
[SerializeField][Header("是否反向旋转Y")]
private bool isRotateInvertY;
[SerializeField][Header("缩放速度")]
private float zoomSpeed = 0.5f;
[SerializeField][Header("是否反向缩放")]
private bool isZoomInvert;
[SerializeField][Header("最近缩放距离")]
private float minZoomDistance = 1f;
[SerializeField][Header("最远缩放距离")]
private float maxZoomDistance = 10f;
public Vector3 cameraInitPos;
[Header("位置点")]
public Vector3 lastMousePosition;
private bool isRotating; //是否正在旋转
private Vector3[] showGameObjectInitTrans = new Vector3[3];
public static ModelShowControl Instance;
private void Awake()
{
// Instance = this;
// cameraInitPos = showCamera.transform.position;
}
public void SetShowGameObject(GameObject _gameObject)
{
showGameObjectInitTrans[0] = _gameObject.transform.position;
showGameObjectInitTrans[1] = _gameObject.transform.eulerAngles;
showGameObjectInitTrans[2] = _gameObject.transform.localScale;
showGameObject = _gameObject;
showCamera.transform.position = cameraInitPos;
}
public void RestoreShowGameObject()
{
showGameObject.transform.position = showGameObjectInitTrans[0];
showGameObject.transform.eulerAngles = showGameObjectInitTrans[1];
showGameObject.transform.localScale = showGameObjectInitTrans[2];
showGameObject = null;
showCamera.transform.position = cameraInitPos;
isRotating = false;
}
private void Update()
{
// if (showGameObject == null)
// return;
//
// if (isAutoRotate && !Input.GetMouseButton(1))
// {
// // Debug.Log("测试到鼠标左键没按下");
//
// RotateModelContinuously(); // 持续旋转模型
//
// } // 如果鼠标左键没按下
//
// else
// {
//
// RotateModelOnMouseDrag(); // 根据鼠标拖拽旋转模型
//
// }
//
//
// ZoomCamera();
//
var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime*speed;
// 根据模型当前朝向构造一个围绕轴旋转的四元数
Quaternion deltaRotation = Quaternion.Euler(rotateEuler);
// 将新的旋转应用到模型
showGameObject.transform.rotation *= deltaRotation;
}
public void SetCameraView() {
}
void RotateModelContinuously()
{
if (!isAutoRotatePivot)
showGameObject.transform.Rotate(autoRotateDirection, autoRotationSpeed * Time.deltaTime*speed, Space.World);
else
{
var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime*speed;
// 根据模型当前朝向构造一个围绕轴旋转的四元数
Quaternion deltaRotation = Quaternion.Euler(rotateEuler);
// 将新的旋转应用到模型
showGameObject.transform.rotation *= deltaRotation;
}
}
void RotateModelOnMouseDrag()
{
if (Input.GetMouseButtonDown(1))
{
isRotating = true;
lastMousePosition = Input.mousePosition;
}
else if (Input.GetMouseButtonUp(1))
{
isRotating = false;
}
if (isRotating && (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0))
{
Vector3 currentMousePosition = Input.mousePosition;
Vector3 mouseDeltaPosition = currentMousePosition - lastMousePosition;
rotationX = -mouseDeltaPosition.y * mouseRotateSpeed;
rotationY = mouseDeltaPosition.x * mouseRotateSpeed;
showGameObject.transform.Rotate(Vector3.up, isRotateInvertX ? rotationY : -rotationY, Space.World);
showGameObject.transform.Rotate(Vector3.right, isRotateInvertY ? rotationX : -rotationX, Space.World);
lastMousePosition = currentMousePosition;
}
}
public float rotationX;
public float rotationY;
[Header("缩放距离")]
public float zoomDistance;
void ZoomCamera()
{
// 获取鼠标滚轮的滚动值
float scrollWheelInput = Input.GetAxis("Mouse ScrollWheel");
if (scrollWheelInput == 0) return;
// 计算缩放后的相机距离
zoomDistance = showCamera.transform.localPosition.z - scrollWheelInput * (isZoomInvert ? zoomSpeed : -zoomSpeed);
zoomDistance = Mathf.Clamp(zoomDistance, -maxZoomDistance, -minZoomDistance);
// 设置相机距离
showCamera.transform.localPosition = new Vector3(cameraInitPos.x, cameraInitPos.y, zoomDistance);
}
public void SetZoom() {
showCamera.transform.localPosition = new Vector3(cameraInitPos.x, cameraInitPos.y, zoomDistance);
}
}