当前位置: 首页 > news >正文

unity 模型显示在UI上 并交互(点击、旋转、缩放)

项目工程:unity模型显示在UI上并交互(点击、旋转、缩放)资源-CSDN文库

1.在Assets创建 Render Texture(下面会用到),根据需要设置Size

2.创建UIRawImage,并把Render Texture赋上

 3.创建相机,如下图:

4.基本UI的准备工作完成,剩下的就是代码了,值得一提:相机我不喜欢单独拿出去管理,就和UI一起就好。如图:

 5.相机控制,直接上代码(添加了一个判断,鼠标必须在rawImage上,其他UI上无效):

/**********************************************************************文件信息文件名(File Name):                CameraController.cs作者(Author):                      TianWenQuan创建时间(CreateTime):             #CREATETIME#Unity版本(UnityVersion):         #UNITYVERSION#项目:**********************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace Twq
{/// <summary>/// 该脚本需要挂在摄像机上/// </summary>public class CameraController : MonoBehaviour{public Transform targetObject;public Vector3 targetOffset;public float averageDistance = 5.0f;//初始位置 镜头远近public float maxDistance = 20;public float minDistance = .6f;public float xSpeed = 200.0f;public float ySpeed = 200.0f;public int yMinLimit = -80;public int yMaxLimit = 80;public int xMinLimit = -80;public int xMaxLimit = 80;public int zoomSpeed = 40;public float panSpeed = 0.3f;public float zoomDampening = 5.0f;public float rotateOnOff = 1;private float xDeg = 0.0f;private float yDeg = 0.0f;private float currentDistance;private float desiredDistance;private Quaternion currentRotation;private Quaternion desiredRotation;private Quaternion rotation;private Vector3 position;private float idleTimer = 0.0f;private float idleSmooth = 0.0f;void Start() { Init(); }void OnEnable() { Init(); }public void Init(){tt();}public void tt(){if (!targetObject){GameObject go = new GameObject("Cam Target");go.transform.position = transform.position + (transform.forward * averageDistance);targetObject = go.transform;}currentDistance = averageDistance;desiredDistance = averageDistance;position = transform.position;rotation = transform.rotation;currentRotation = transform.rotation;desiredRotation = transform.rotation;xDeg = Vector3.Angle(Vector3.right, transform.right);yDeg = Vector3.Angle(Vector3.up, transform.up);position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);}void LateUpdate(){if (IsPointerOverGameObject(Input.mousePosition)){if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl)){desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomSpeed * 0.125f * Mathf.Abs(desiredDistance);}else if (Input.GetMouseButton(0)){xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);xDeg = ClampAngle(xDeg, xMinLimit, xMaxLimit);desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);currentRotation = transform.rotation;rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening);transform.rotation = rotation;idleTimer = 0;idleSmooth = 0;}else{//自动旋转//idleTimer += 0.02f;//if (idleTimer > rotateOnOff && rotateOnOff > 0)//{//    idleSmooth += (0.02f + idleSmooth) * 0.005f;//    idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);//    xDeg += xSpeed * 0.001f * idleSmooth;//}//yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);//desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);//currentRotation = transform.rotation;//rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening * 2);//transform.rotation = rotation;}desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomSpeed * Mathf.Abs(desiredDistance);desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);transform.position = position;}}private 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);}/// <summary>/// 检测是否点击UI/// </summary>/// <param name="mousePosition">鼠标位置</param>/// <returns></returns>private bool IsPointerOverGameObject(Vector2 mousePosition){//创建一个点击事件PointerEventData eventData = new PointerEventData(EventSystem.current);eventData.position = mousePosition;List<RaycastResult> raycastResults = new List<RaycastResult>();//向点击位置发射一条射线,检测是否点击UIEventSystem.current.RaycastAll(eventData, raycastResults);if (raycastResults.Count > 0){// Debug.Log("raycastResults[0].gameObject.name="+ raycastResults[0].gameObject.name);if (raycastResults[0].gameObject.name == "RawImage")//判断是否 是 自己要点击的UI{return true;}else{return false;}}else{return false;}}/// <summary>/// 获取鼠标停留处UI/// </summary>/// <param name="canvas"></param>/// <returns></returns>public string GetOverUI(GameObject canvas){PointerEventData pointerEventData = new PointerEventData(EventSystem.current);pointerEventData.position = Input.mousePosition;GraphicRaycaster gr = canvas.GetComponent<GraphicRaycaster>();List<RaycastResult> results = new List<RaycastResult>();gr.Raycast(pointerEventData, results);if (results.Count != 0){Debug.Log("");return results[0].gameObject.name;}return null;}}
}

 6.鼠标点击 模型 触发事件

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;namespace App.UI.Event
{public class RaycastFromMouse : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IDragHandler, IBeginDragHandler, IEndDragHandler{public Camera renderCamera;public RawImage rawImage;public void OnPointerClick(PointerEventData eventData){// 获取鼠标点击位置Vector2 clickPosition = eventData.position;// 将屏幕坐标转换为 RawImage 的本地坐标Vector2 localPoint;RectTransformUtility.ScreenPointToLocalPointInRectangle(rawImage.rectTransform, clickPosition, eventData.pressEventCamera, out localPoint);// 将 RawImage 的本地坐标映射到 RenderTexture 的分辨率范围内Rect rect = rawImage.rectTransform.rect;Vector2 normalizedPoint = new Vector2((localPoint.x - rect.x) / rect.width, (localPoint.y - rect.y) / rect.height);// 将转换后的坐标转换为射线Ray ray = renderCamera.ViewportPointToRay(normalizedPoint);// 发射射线,检测是否与3D模型交互RaycastHit hit;if (Physics.Raycast(ray, out hit)){// 获取物体上的 EventTrigger 组件EventTrigger eventTrigger = hit.collider.gameObject.GetComponent<EventTrigger>();// 如果组件存在,触发 Pointer Click 事件if (eventTrigger != null){ExecuteEvents.Execute(eventTrigger.gameObject, eventData, ExecuteEvents.pointerClickHandler);}}}private GameObject selectedObject;public void OnPointerDown(PointerEventData eventData){RaycastHit hit;if (RaycastToRenderTexture(eventData, out hit)){EventTrigger eventTrigger = hit.collider.gameObject.GetComponent<EventTrigger>();if (eventTrigger != null){ExecuteEvents.Execute(eventTrigger.gameObject, eventData, ExecuteEvents.pointerDownHandler);selectedObject = eventTrigger.gameObject;}}}public void OnPointerUp(PointerEventData eventData){if (selectedObject != null){EventTrigger eventTrigger = selectedObject.GetComponent<EventTrigger>();if (eventTrigger != null){ExecuteEvents.Execute(eventTrigger.gameObject, eventData, ExecuteEvents.pointerUpHandler);selectedObject = null;}}}public void OnBeginDrag(PointerEventData eventData){if (selectedObject != null){EventTrigger eventTrigger = selectedObject.GetComponent<EventTrigger>();if (eventTrigger != null){ExecuteEvents.Execute(eventTrigger.gameObject, eventData, ExecuteEvents.beginDragHandler);}}GlobalEvent.Dispatch(UIExecuteEvent.OnBeginDragEvent, eventData);}public void OnDrag(PointerEventData eventData){if (selectedObject != null){EventTrigger eventTrigger = selectedObject.GetComponent<EventTrigger>();if (eventTrigger != null){ExecuteEvents.Execute(eventTrigger.gameObject, eventData, ExecuteEvents.dragHandler);}}GlobalEvent.Dispatch(UIExecuteEvent.OnDragEvent, eventData);}public void OnEndDrag(PointerEventData eventData){if (selectedObject != null){EventTrigger eventTrigger = selectedObject.GetComponent<EventTrigger>();if (eventTrigger != null){ExecuteEvents.Execute(eventTrigger.gameObject, eventData, ExecuteEvents.endDragHandler);}}GlobalEvent.Dispatch(UIExecuteEvent.OnEndDragEvent, eventData);}private bool RaycastToRenderTexture(PointerEventData eventData, out RaycastHit hit){Vector2 clickPosition = eventData.position;Vector2 localPoint;RectTransformUtility.ScreenPointToLocalPointInRectangle(rawImage.rectTransform, clickPosition, eventData.pressEventCamera, out localPoint);Rect rect = rawImage.rectTransform.rect;Vector2 normalizedPoint = new Vector2((localPoint.x - rect.x) / rect.width, (localPoint.y - rect.y) / rect.height);Ray ray = renderCamera.ViewportPointToRay(normalizedPoint);return Physics.Raycast(ray, out hit);}}
}

http://www.lryc.cn/news/139801.html

相关文章:

  • html实现页面切换、顶部标签栏(可删、可切换,点击左侧超链接出现标签栏)
  • n-皇后问题(DFS)
  • 漏洞利用和权限提升
  • 开源网安受邀参加软件供应链安全沙龙,推动企业提升安全治理能力
  • 回归分析扫盲:为什么非线性模型不能直接用最优子集选择法
  • 单例模式简介
  • WPF自定义命令及属性改变处理
  • macbook m1 docker中使用go
  • 【Hello Network】DNS协议 NAT技术 代理服务器
  • Android 使用模拟器模拟Linux操作系统
  • 机器学习基础之《分类算法(5)—朴素贝叶斯算法原理》
  • # Go学习-Day6
  • 分布式 - 服务器Nginx:一小时入门系列之 HTTPS协议配置
  • 探秘Linux系统性能监控神器!Linux和Python技术持续学习者必看!
  • 文心一言续写太监小说《名侦探世界的巫师》
  • Solidity 合约安全,常见漏洞(第三篇)
  • Linux安装Redis数据库,无需公网IP实现远程连接
  • 智慧政务,长远布局——AIGC引领,加速推进数字化政府建设
  • 中央处理器(CPU):组成、指令周期、数据通路、控制方式、控制器、指令流水线,补充(多处理器系统、硬件多线程)
  • 开源微服务如何选型?Spring Cloud、Dubbo、gRPC、Istio 详细对比
  • Nginx的HTTPS部署与安全性能优化
  • 5.8. Trusted Board Boot
  • 微信小程序——van-field中的left-icon属性自定义
  • 一文学会lua脚本
  • 学习JAVA打卡第四十二天
  • 2023-8-25食物链
  • 为什么要使用IP地址进行定位
  • CSS概念
  • 淘宝API技术解析,实现关键词搜索淘宝商品(商品详情接口等)
  • Redis 7 教程 数据类型 基础篇