统一捏住3D动画的问题

时间:2018-11-23 03:50:37

标签: c# unity3d animation 3d maya

我是新来的。我正在基于增强现实的项目中工作,并且正在该应用程序中播放3D动画。我想向应用程序添加一个功能,以“捏”和“捏”任何3D动画。我在3D动画缩进和缩进时遇到问题。我已经尝试过以统一形式提供的代码,但是正交相机存在问题。

统一站点代码

using UnityEngine;

public class PinchZoom : MonoBehaviour

{
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);
        }
    }
}

}

我的尝试

using UnityEngine;

public class Pinch_MUN : MonoBehaviour {

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 (GetComponent<Camera>().orthographic == true)
        {
            // ... change the orthographic size based on the change in distance between the touches.
            GetComponent<Camera>().orthographicSize += deltaMagnitudeDiff * orthoZoomSpeed;

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

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

}

对我来说无关紧要,无论是捏照相机还是只捏视图中的3D动画。 根据上述情况,请帮助我找出我的错误。 在此先感谢您的帮助。

1 个答案:

答案 0 :(得分:0)

请使用现成的解决方案,而不是编写自己的手势检测逻辑(我在一些项目中使用了TouchKit)。在AR中,您无法修改摄像机属性(位置 fov),因为这会使您的虚拟摄像机与物理摄像机不同步。您应该逐步缩放游戏对象以调整大小。