Merge branch '3DBody' into 3DBodyVR
This commit is contained in:
commit
3cf08e2ba3
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@ -15,3 +15,7 @@ struct EndScreenShot
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{
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}
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struct OnLock
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{
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public bool isLock;
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}
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@ -1,3 +1,4 @@
|
||||
using QFramework;
|
||||
using System;
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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@ -11,8 +12,23 @@ public class ObjectToggle : MonoBehaviour
|
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public UnityEvent<bool> OnValueChanged = new UnityEvent<bool>();
|
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private float mouseDownTime;
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private bool isMouseDown;
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bool isLock = false;
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private void Awake()
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{
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TypeEventSystem.Global.Register<OnLock>(OnLockEvent).UnRegisterWhenDisabled(this);
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}
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private void OnLockEvent(OnLock islock)
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{
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this.isLock = islock.isLock;
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}
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private void OnMouseDown()
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{
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if (isLock == true)
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{
|
||||
return;
|
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}
|
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// 记录鼠标按下的时间
|
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mouseDownTime = Time.time;
|
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isMouseDown = true;
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@ -44,4 +60,5 @@ public class ObjectToggle : MonoBehaviour
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this.isOn = isOn;
|
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OnValueChanged?.Invoke(isOn);
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}
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}
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@ -1,4 +1,6 @@
|
||||
using DG.Tweening;
|
||||
using QFramework;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
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@ -41,14 +43,20 @@ public class Show3DCamera : MonoBehaviour
|
||||
Transform target;
|
||||
Vector3 targetPosition;
|
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Vector3 targetRotate;
|
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private float prevTouchDistance; // 存储上一帧双指距离
|
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private void Awake()
|
||||
{
|
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instance = this;
|
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self = transform.GetComponent<Camera>();
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DontDestroyOnLoad(this);
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gameObject.SetActive(false);
|
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TypeEventSystem.Global.Register<OnLock>(OnLockEvent).UnRegisterWhenDisabled(this);
|
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}
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private void OnLockEvent(OnLock islock)
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{
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this.lockMove = islock.isLock;
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}
|
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|
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public void Set(Transform target, float rotateSpeed = 10, float moveSpeed = 0.1f, float distance = 0.1f, float pitchMin = -20, float pitchMax = 80, float distanceMin = 0.2f, float distanceMax = 20f, RectTransform inputRect = null, bool isRenderTexture = true, float moveTime = -1)
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{
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@ -117,27 +125,42 @@ public class Show3DCamera : MonoBehaviour
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UpdateCameraPosition(-1);
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (targetPos != null && lockMove == false && EventSystem.current.IsPointerOverGameObject() == false)
|
||||
{
|
||||
// 优先处理三指操作
|
||||
if (HandleThreeFingerDrag()) return;
|
||||
bool isTouching = Input.touchCount > 0;
|
||||
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
// 新增:在旋转前先处理双指缩放
|
||||
bool isZooming = false;
|
||||
if (isTouching && Input.touchCount == 2)
|
||||
{
|
||||
HandleTouchZoom();
|
||||
isZooming = true; // 标记正在缩放
|
||||
}
|
||||
|
||||
// 处理触摸开始(排除双指情况)
|
||||
if (isTouching && Input.touchCount == 1)
|
||||
{
|
||||
if (Input.GetTouch(0).phase == TouchPhase.Began)
|
||||
{
|
||||
mouseDownPosition = Input.GetTouch(0).position;
|
||||
}
|
||||
}
|
||||
// 处理鼠标按下
|
||||
else if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
// 记录鼠标按下时的位置
|
||||
mouseDownPosition = Input.mousePosition;
|
||||
}
|
||||
|
||||
// 按住鼠标左键时旋转相机
|
||||
if (Input.GetMouseButton(0))
|
||||
// 修改后的旋转条件(排除缩放状态)
|
||||
if (!isZooming && (isTouching ? (Input.GetTouch(0).phase == TouchPhase.Moved) : Input.GetMouseButton(0)))
|
||||
{
|
||||
// 计算鼠标按下和抬起位置之间的距离
|
||||
float distance = Vector2.Distance(mouseDownPosition, Input.mousePosition);
|
||||
if (distance > 1f)
|
||||
{
|
||||
RotateCamera();
|
||||
}
|
||||
// 移除距离判断直接响应
|
||||
RotateCamera();
|
||||
}
|
||||
|
||||
// 鼠标滚轮缩放
|
||||
@ -147,7 +170,6 @@ public class Show3DCamera : MonoBehaviour
|
||||
ZoomCamera(scroll);
|
||||
}
|
||||
|
||||
|
||||
// 按住鼠标右键时移动目标点
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
@ -156,6 +178,91 @@ public class Show3DCamera : MonoBehaviour
|
||||
DetectHoveredObject();
|
||||
}
|
||||
}
|
||||
// 唯一的三指处理方法(返回bool用于阻断其他操作)
|
||||
private bool HandleThreeFingerDrag()
|
||||
{
|
||||
if (Input.touchCount == 5)
|
||||
{
|
||||
// 计算三个触点的平均移动量
|
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Vector2 totalDelta = Vector2.zero;
|
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foreach (Touch t in Input.touches)
|
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{
|
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totalDelta += t.deltaPosition;
|
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}
|
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Vector2 delta = totalDelta / 3f;
|
||||
|
||||
// DPI自适应处理
|
||||
float dpiScale = Screen.dpi == 0 ? 1 : Screen.dpi / 160f;
|
||||
float sensitivity = moveSpeed * 0.1f / dpiScale;
|
||||
|
||||
// 应用移动阈值(2像素)
|
||||
if (delta.magnitude > 2f)
|
||||
{
|
||||
// 调用修改后的移动方法
|
||||
MoveTarget(delta.x * sensitivity, delta.y * sensitivity);
|
||||
}
|
||||
|
||||
// 阻断其他触摸操作
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// 新增双指缩放处理方法
|
||||
// 类变量区添加
|
||||
private float zoomSmoothVelocity; // 平滑速度缓存
|
||||
[SerializeField] private float zoomSmoothTime = 0.1f; // 缩放平滑时间
|
||||
private void HandleTouchZoom()
|
||||
{
|
||||
if (Input.touchCount == 2)
|
||||
{
|
||||
Touch touch0 = Input.GetTouch(0);
|
||||
Touch touch1 = Input.GetTouch(1);
|
||||
// 当双指操作时重置旋转相关变量
|
||||
if (touch0.phase == TouchPhase.Began || touch1.phase == TouchPhase.Began)
|
||||
{
|
||||
yaw = transform.eulerAngles.y; // 保持当前旋转角度
|
||||
pitch = transform.eulerAngles.x;
|
||||
mouseDownPosition = Vector2.zero;
|
||||
}
|
||||
|
||||
Vector2 touch0Pos = touch0.position;
|
||||
Vector2 touch1Pos = touch1.position;
|
||||
float currentDistance = Vector2.Distance(touch0Pos, touch1Pos);
|
||||
|
||||
// DPI自适应计算
|
||||
float dpi = Screen.dpi == 0 ? 200 : Screen.dpi;
|
||||
float zoomFactor = 0.01f * (200 / dpi); // 基准DPI为200
|
||||
|
||||
if (touch0.phase == TouchPhase.Began || touch1.phase == TouchPhase.Began)
|
||||
{
|
||||
prevTouchDistance = currentDistance;
|
||||
zoomSmoothVelocity = 0; // 重置平滑速度
|
||||
}
|
||||
else if (touch0.phase == TouchPhase.Moved || touch1.phase == TouchPhase.Moved)
|
||||
{
|
||||
float deltaDistance = currentDistance - prevTouchDistance;
|
||||
|
||||
// 仅触摸缩放使用平滑
|
||||
float targetDistance = distance - deltaDistance * zoomFactor;
|
||||
targetDistance = Mathf.Clamp(targetDistance, distanceMin, distanceMax);
|
||||
|
||||
distance = Mathf.SmoothDamp(
|
||||
distance,
|
||||
targetDistance,
|
||||
ref zoomSmoothVelocity,
|
||||
zoomSmoothTime
|
||||
);
|
||||
|
||||
offset = new Vector3(0, 0, -distance);
|
||||
UpdateCameraPosition();
|
||||
|
||||
prevTouchDistance = currentDistance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 检测鼠标悬停的物体
|
||||
public void DetectHoveredObject()
|
||||
@ -245,11 +352,15 @@ public class Show3DCamera : MonoBehaviour
|
||||
|
||||
}
|
||||
|
||||
// 移动目标点
|
||||
private void MoveTarget()
|
||||
// 修改后的移动方法(统一处理输入源)
|
||||
private void MoveTarget(float mouseX = 0, float mouseY = 0)
|
||||
{
|
||||
float mouseX = Input.GetAxis("Mouse X") * moveSpeed;
|
||||
float mouseY = Input.GetAxis("Mouse Y") * moveSpeed;
|
||||
// 自动判断输入源
|
||||
if (Mathf.Approximately(mouseX, 0) && Mathf.Approximately(mouseY, 0))
|
||||
{
|
||||
mouseX = Input.GetAxis("Mouse X") * moveSpeed;
|
||||
mouseY = Input.GetAxis("Mouse Y") * moveSpeed;
|
||||
}
|
||||
|
||||
transform.Translate(new Vector3(-mouseX, -mouseY, 0));
|
||||
targetPos += new Vector3(-mouseX, -mouseY, 0);
|
||||
@ -263,31 +374,44 @@ public class Show3DCamera : MonoBehaviour
|
||||
UpdateCameraPosition();
|
||||
}
|
||||
|
||||
// 旋转相机
|
||||
// 修改RotateCamera方法
|
||||
private void RotateCamera()
|
||||
{
|
||||
// 获取鼠标移动量
|
||||
float mouseX = Input.GetAxis("Mouse X") * rotateSpeed;
|
||||
float mouseY = Input.GetAxis("Mouse Y") * rotateSpeed;
|
||||
// 优先使用触摸输入
|
||||
float deltaX = 0, deltaY = 0;
|
||||
|
||||
// 触屏处理
|
||||
if (Input.touchCount == 1)
|
||||
{
|
||||
Touch touch = Input.GetTouch(0);
|
||||
deltaX = touch.deltaPosition.x;
|
||||
deltaY = touch.deltaPosition.y;
|
||||
}
|
||||
// 鼠标处理
|
||||
else
|
||||
{
|
||||
deltaX = Input.GetAxis("Mouse X") * 10; // 保持原有灵敏度
|
||||
deltaY = Input.GetAxis("Mouse Y") * 10;
|
||||
}
|
||||
|
||||
// 应用DPI缩放(关键!)
|
||||
float dpiScale = Screen.dpi == 0 ? 1 : Screen.dpi / 160f;
|
||||
deltaX *= rotateSpeed * Time.deltaTime / dpiScale;
|
||||
deltaY *= rotateSpeed * Time.deltaTime / dpiScale;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case RotationType.Orbit:
|
||||
|
||||
// 更新偏航角和俯仰角
|
||||
yaw += mouseX;
|
||||
pitch -= mouseY; // 注意:鼠标 Y 轴移动方向与俯仰角相反
|
||||
pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y); // 限制俯仰角范围
|
||||
|
||||
// 更新相机位置
|
||||
yaw += deltaX;
|
||||
pitch -= deltaY;
|
||||
pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);
|
||||
UpdateCameraPosition();
|
||||
break;
|
||||
case RotationType.Spherical:
|
||||
// 完全自由的旋转(包含X/Y/Z三个轴向)
|
||||
target.Rotate(Vector3.up, mouseX, Space.World); // 水平方向世界Y轴旋转
|
||||
target.Rotate(Vector3.right, -mouseY, Space.Self); // 垂直方向本地X轴旋转
|
||||
target.Rotate(Vector3.up, deltaX, Space.World);
|
||||
target.Rotate(Vector3.right, -deltaY, Space.Self);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void ChangeMode(RotationType type)
|
||||
|
||||
@ -233,7 +233,7 @@ namespace QFramework.Example
|
||||
LockMode.transform.Find("Label").GetComponent<TextMeshProUGUI>().text = "Ëø¶¨ÆÁÄ»";
|
||||
LockMode.transform.Find("Label").GetComponent<TextMeshProUGUI>().color = new Color(74f / 255f, 91f / 255f, 116f / 255f);
|
||||
}
|
||||
Show3DCamera.instance.lockMove = isOn;
|
||||
TypeEventSystem.Global.Send<OnLock>(new OnLock() { isLock = isOn });
|
||||
});
|
||||
|
||||
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
<Module>
|
||||
<Scene>Test</Scene>
|
||||
<Type>All</Type>
|
||||
<Name>3D解刨</Name>
|
||||
<Name>头面颈部解剖虚拟仿真训练系统</Name>
|
||||
|
||||
|
||||
<FSM name="状态机1">
|
||||
|
||||
@ -37,6 +37,7 @@ GraphicsSettings:
|
||||
- {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 4800000, guid: c8b5bc66eaa9c574cb2bfefd127c88b9, type: 3}
|
||||
m_PreloadedShaders: []
|
||||
m_PreloadShadersBatchTimeLimit: -1
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user