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社区首页 >问答首页 >如何缩小单个物体的缩放范围

如何缩小单个物体的缩放范围
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Stack Overflow用户
提问于 2016-03-21 11:32:42
回答 1查看 8.6K关注 0票数 1

我发现这个脚本是用来捏缩放的,但是这是用来相机放大的,请告诉我它是如何为对象工作的,更重要的是对于单个的对象,这意味着如果我想缩放立方体,那么只有立方体是不同时缩放的。如果是球体,那就只有球体,谢谢。下面是代码:

代码语言:javascript
复制
using UnityEngine;
{
public float perspectiveZoomSpeed = 0.5f;        // The rate of change of the field of view in perspective mode.
public float orthoZoomSpeed = 0.5f;        // The rate of change of the orthographic size in orthographic mode.
 void Update()
{
    // If there are two touches on the device...
    if (Input.touchCount == 2)
    {
        // Store both touches.
        Touch touchZero = Input.GetTouch(0);
        Touch touchOne = Input.GetTouch(1);

        // Find the position in the previous frame of each touch.
        Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
        Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;

        // Find the magnitude of the vector (the distance) between the touches in each frame.
        float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
        float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;

        // Find the difference in the distances between each frame.
        float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;

        // If the camera is orthographic...
        if (camera.isOrthoGraphic)
        {
            // ... change the orthographic size based on the change in distance between the touches.
            camera.orthographicSize += deltaMagnitudeDiff * orthoZoomSpeed;

            // Make sure the orthographic size never drops below zero.
            camera.orthographicSize = Mathf.Max(camera.orthographicSize, 0.1f);
        }
        else
        {
            // Otherwise change the field of view based on the change in distance between the touches.
            camera.fieldOfView += deltaMagnitudeDiff * perspectiveZoomSpeed;

            // Clamp the field of view to make sure it's between 0 and 180.
            camera.fieldOfView = Mathf.Clamp(camera.fieldOfView, 0.1f, 179.9f);
        }
    }
}
}
EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2016-03-21 16:21:26

好的,所以我不能正确地测试它,所以可能有一些bug,但是下面是代码的一般想法:

重要:物体必须有对撞机,没有它就不能工作。

代码语言:javascript
复制
using UnityEngine;
using System.Collections;
public class ObjectScalling : MonoBehaviour {

private GameObject selectedObject;    
//public GameObject gameobject;
// Update is called once per frame
void Update () {

    if ( Input.touchCount == 0 )
    {
        Touch touch = Input.touches[0];
        Ray ray = Camera.main.ScreenPointToRay(touch.position);
        RaycastHit hit;

        if ( Physics.Raycast(ray, out hit, 100f ) )
        {
            selectedObject = hit.collider.gameObject;
        }
    }
    if (Input.touchCount == 2)
    {
        // Store both touches.
        Touch touchZero = Input.GetTouch(0);
        Touch touchOne = Input.GetTouch(1);

        // Find the position in the previous frame of each touch.
        Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
        Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;

        // Find the magnitude of the vector (the distance) between the touches in each frame.
        float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
        float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;

        // Find the difference in the distances between each frame.
        float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;

        selectedObject.transform.localScale = new Vector3(deltaMagnitudeDiff , deltaMagnitudeDiff , deltaMagnitudeDiff);

    }
}
}

它可能包含一些but,但是通常您可能会开始处理这个问题:)当然,除了这一行:Update()之外,所有东西都会进入您的deltaMagnitudeDiff中。

票数 1
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/36129929

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