easyar 实现模型的旋转和缩放

using UnityEngine;
using System.Collections;

public class SelfRotate1 : 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 Transform box;

    public float distance = 10.0f;//相机距离目标物体默认距离大小  

    public float xSpeed = -250.0f;//X(左右旋转速度)  
    public float ySpeed = -250.0f;//(上下旋转速度)  
    public float yMinLimit = -90;//旋转上下角度最小限制  
    public float yMaxLimit = 90;

    float X = 0.0f;
    float Y = 0.0f;
    float StartDis;

    float XChange;//旋转灵敏度
    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        X = angles.y;
        Y = angles.x;
    }

    private void OnMouseDown()
    {
        print("caonima");
    }


    void Update()
    {

        //没有触摸  
        if (Input.touchCount <= 0)
        {
            return;
        }
        //旋转
        if (Input.touchCount == 1)
        {
            X -= Input.GetTouch(0).deltaPosition.y * ySpeed * Time.deltaTime / 60;//+和-决定从左向右旋转还是从右向左转  
            Y += Input.GetTouch(0).deltaPosition.x * xSpeed * Time.deltaTime / 60;  //+和-决定从上向下旋转还是从下而上转  
            if (Input.GetTouch(0).phase == TouchPhase.Ended)
            {
                if (Input.GetTouch(0).deltaPosition.x > 2)
                {
                    XChange = 2f;
                }
                else if (Input.GetTouch(0).deltaPosition.x < -2)
                {
                    XChange = -2f;
                }
                else
                {
                    XChange = Input.GetTouch(0).deltaPosition.x;
                }
            }
        }

        X += XChange;
        if (XChange > 0)
        {
            XChange -= Time.deltaTime * 5;
        }
        else if (XChange < 0)
        {
            XChange += Time.deltaTime * 5;
        }
        //单点触摸, 水平上下旋转  
        //if (1 == Input.touchCount)
        //{
        //    print("wocaoaidjaijda");
        //    Touch touch = Input.GetTouch(0);
        //    Vector2 deltaPos = touch.deltaPosition;
        //    transform.localEulerAngles += new Vector3(0, 0, deltaPos.x);
        //    transform.localEulerAngles += new Vector3(0, deltaPos.y, 0);
        //    //transform.Rotate(Vector3.down * deltaPos.x, Space.World);
        //    //transform.Rotate(Vector3.right * deltaPos.y, Space.World);
        //}

        //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.y > 0.3f && scale.z > 0.3f)
        {
            transform.localScale = scale;
        }

        //记住最新的触摸点,下次使用  
        oldTouch1 = newTouch1;
        oldTouch2 = newTouch2;
    }
    void LateUpdate()
    {
        if (box)
        {
            if (Y < -90)//这里控制着上下旋转角度  
            {
                Y = -90;
            }
            if (Y > 180)//这里控制着上下旋转角度  
            {
                Y = 180;
            }
            Y = ClampAngle(Y, yMinLimit, yMaxLimit);
            transform.rotation = Quaternion.Euler(0, X, Y);
            // transform.position = transform.rotation * new Vector3(0, 0, -distance) + box.position;
        }
    }

    static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}



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转载自blog.csdn.net/qq_39097425/article/details/80871645
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