在UGUI上显示3D模型,并限制范围的拖拽

  • 通过RenderTexture实现

显示图片

  • 记得在用NGUI的时候,就是用这种方式实现在UI上显示模型的。
  • 首先新建一张RenderTexture,右键点击Project窗口,Create->Render Texture;
  • 新建一个Shader ,将刚刚新建的RenderTexture 拖入Shader中。

  

  • 新建一个Cube 和一个相机名为ModelCamera,这个相机专门用来对准模型,并将刚刚新建的RenderTexture拖入相机的TargetTexture中。

  

  • 新建UI,将Canvas 的 RenderMode改为Camera,将Main Camera拖入Render Camera中。
  • 新建一个Image命名为MaskImg,并添加脚本Mask,用于遮罩,并设置Image的SourceImage为UIMask

  

  • 在MaskImg新建子物体Image,用于展示模型。然后将新建的 Shader拖入Image上。如下图,此时就已经看到模型的一面在Image上显示出来了。

  

  • 但是会发现,颜色不对,此时将Shader改为”UI/Default“就可以了。旋转模型会发现Image上的模型会同步旋转。

  

有限制的拖拽

   拖拽图片,通过UGUI的OnDrag函数来获取鼠标的世界坐标,赋值给图片即可。

  限制,要求Image必须在Mask中显示,拖出视野外后自动回到视野内。这就需要在Mask的上下左右设置限制位置,当图片超过限制并且松开拖拽后,计算位置自动返回到视野内。

  添加限制,在MaskImg上新建子物体 Limit ,并设置Anchor

  

  在Limit下新建四个子物体,作为上下左右的限制。Left的Anchor为Left-middle,POS为(0,0,0),其他同理,Right为Right-midle,Top为Center-Top,Bottom为center-Bottom

  

  缩放,通过获取滚轮的滑动实现缩放,添加上下限,(注意:1.移动限制里面需要将缩放的系数也计算其中;2.如果放大后显示的模型出现模糊,把RenderTexture的Size属性调大即可

  旋转,计算鼠标滑动的X轴和Y轴,给Cube赋值旋转。

  代码如下

  首先添加一个UIEventListener脚本,用于监听UI的OnDrag事件

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Events;

public class UIEventListener : UnityEngine.EventSystems.EventTrigger
{
    public delegate void VoidDelegate(GameObject go);
    public delegate void VoidEventDelegate(PointerEventData eventData);
    public VoidDelegate onClick;

    public VoidEventDelegate onDrag;
    public VoidEventDelegate onBeginDrag;
    public VoidEventDelegate onEndDrag;
  

    static public UIEventListener Get(GameObject go)
    {
        UIEventListener listener = go.GetComponent<UIEventListener>();
        if (listener == null) listener = go.AddComponent<UIEventListener>();
        return listener;
    }
    public override void OnPointerClick(PointerEventData eventData)
    {
            if (onClick != null) onClick(gameObject);
       
    }


    public override void OnDrag(PointerEventData eventData)
    {
        //if (eventData.button == PointerEventData.InputButton.Left)
            if (onDrag != null) onDrag(eventData);
    }

    public override void OnBeginDrag(PointerEventData eventData)
    {
        if (eventData.button == PointerEventData.InputButton.Left)
            if (onBeginDrag != null)
                onBeginDrag(eventData);
    }
    public override void OnEndDrag(PointerEventData eventData)
    {
        if (eventData.button == PointerEventData.InputButton.Left)
            if (onEndDrag != null) onEndDrag(eventData);
    }
 
}
View Code

  然后新建一个MoveTest代码,挂在Canvas上

  

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;

public class MoveTest : MonoBehaviour
{
    public float ScaleMax = 4;
    public float ScaleMin = 1;
    public Transform Limit;
    public GameObject Img;
    public GameObject goModel;
    public float RotSpeed = 10f;

    Vector3 posOffset;
    bool isDrag;
    float fScale;
    float LimitLeft;
    float LimitRight;
    float LimitTop;
    float LimitBottom;
    float fRotX;
    float fRotY;
    float fRotYMaxLimt = 360;
    float fRotYMinLimt = -360;
    // Use this for initialization
    void Start()
    {
        UIEventListener.Get(Img).onBeginDrag = OnBeginDrag;
        UIEventListener.Get(Img).onDrag = OnDrag;
        UIEventListener.Get(Img).onEndDrag = OnEndDrag;

        if (Limit != null)
        {
            LimitLeft = Limit.Find("Left").localPosition.x;
            LimitRight = Limit.Find("Right").localPosition.x;
            LimitTop = Limit.Find("Top").localPosition.y;
            LimitBottom = Limit.Find("Bottom").localPosition.y;
        }
        //计算图片的宽度,因为模型的RenderTexture必须显示在Image上,所以Image的长宽必须相等,否则会拉伸模型的显示,此处计算取宽度和高度最大值作为图片的宽高。
        float Width = (LimitRight - LimitLeft) > (LimitTop - LimitBottom) ? LimitRight - LimitLeft : LimitTop - LimitBottom;
        Img.GetComponent<RectTransform>().sizeDelta = new Vector2(Width, Width);
        fScale = Img.transform.localScale.x;
        fRotX = goModel.transform.eulerAngles.x;
        fRotY = goModel.transform.eulerAngles.y;
    }

    // Update is called once per frame
    void Update()
    {
        float fMouseScale = Input.GetAxis("Mouse ScrollWheel");
        if (!isDrag)
        {
            
            if (fMouseScale != 0)
                Scale(fMouseScale);
            MoveBack(Img);
        }
     
    }

    void OnBeginDrag(PointerEventData eventData)
    {
        Vector3 vPos = new Vector3();
        if (RectTransformUtility.ScreenPointToWorldPointInRectangle(Img.GetComponent<RectTransform>(), eventData.position, Camera.main, out vPos))
        {
            posOffset = Img.transform.position - vPos;
        }
        isDrag = true;
    }
    void OnDrag(PointerEventData eventData)
    {
        if (isDrag)
        {
            Vector3 pos;
            if (RectTransformUtility.ScreenPointToWorldPointInRectangle(Img.GetComponent<RectTransform>(), eventData.position, Camera.main, out pos))
            {
                Img.transform.position = pos + posOffset;
            }
        }
        else if (eventData.button == PointerEventData.InputButton.Right)
        {
            Rotation();
        }
    }
    void OnEndDrag(PointerEventData eventData)
    {
        posOffset = Vector3.zero;
        isDrag = false;
    }

    //回到视野内
    void MoveBack(GameObject objImg)
    {
        float fOffsetX;
        float fOffsetY;
        {
            if (objImg.transform.localPosition.x < (LimitRight - objImg.GetComponent<RectTransform>().rect.width / 2 * fScale))
            {
                fOffsetX = LimitRight - (objImg.transform.localPosition.x + objImg.GetComponent<RectTransform>().rect.width / 2 * fScale);

            }
            else if (objImg.transform.localPosition.x > (LimitLeft + objImg.GetComponent<RectTransform>().rect.width / 2 * fScale))
            {
                fOffsetX = LimitLeft - (objImg.transform.localPosition.x - objImg.GetComponent<RectTransform>().rect.width / 2 * fScale);
            }
            else
            {
                fOffsetX = 0;
            }
        }
        {
            if (objImg.transform.localPosition.y > (LimitBottom + objImg.GetComponent<RectTransform>().rect.height / 2 * fScale))
            {
                fOffsetY = LimitBottom - (objImg.transform.localPosition.y - objImg.GetComponent<RectTransform>().rect.height / 2 * fScale);
            }
            else if (objImg.transform.localPosition.y < (LimitTop - objImg.GetComponent<RectTransform>().rect.height / 2 * fScale))
            {
                fOffsetY = LimitTop - (objImg.transform.localPosition.y + objImg.GetComponent<RectTransform>().rect.height / 2 * fScale);
            }
            else
            {
                fOffsetY = 0;
            }
        }
        objImg.transform.Translate(new Vector3(fOffsetX, fOffsetY, 0) * Time.deltaTime / 2, Space.Self);
    }

    //缩放
    void Scale(float fDetla)
    {
        Debug.Log(fDetla);
        Img.transform.localScale = new Vector3(Img.transform.localScale.x + fDetla, Img.transform.localScale.y + fDetla, 1);
        if (Img.transform.localScale.x < ScaleMin)
            Img.transform.localScale = Vector3.one;
        else if (Img.transform.localScale.x > ScaleMax)
            Img.transform.localScale = new Vector3(ScaleMax, ScaleMax, 1);
        fScale = Img.transform.localScale.x;
    }

    void Rotation()
    {

        float fx = Input.GetAxis("Mouse X");
        float fy = Input.GetAxis("Mouse Y");

        #region//第一种方法,无法实现世界坐标的X轴旋转
        //if (Mathf.Abs(fx) >= Mathf.Abs(fy))
        //{
        //    fRotX -= fx * RotSpeed;
        //}
        //else if (Mathf.Abs(fy) > Mathf.Abs(fx))
        //{
        //    fRotY += fy * RotSpeed;
        //}
        //fRotY = ClampAngle(fRotY, fRotYMinLimt, fRotYMaxLimt);
        //goModel.transform.rotation = Quaternion.Euler(fRotY, fRotX, 0);
        #endregion
        if (Mathf.Abs(fx) >= Mathf.Abs(fy))
        {
            fRotX += fx * RotSpeed;
            fRotY = 0;
        }
        else if (Mathf.Abs(fy) > Mathf.Abs(fx))
        {
            fRotY += fy * RotSpeed;
            fRotX = 0;
        }
        goModel.transform.Rotate(Vector3.up, -fx * Time.deltaTime * 500, Space.World);
        goModel.transform.Rotate(Vector3.right, fy * Time.deltaTime * 500, Space.World);
    }
    float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}
View Code
  • 通过UI和模型的位置实现

  上述方法存在一个问题,就是无法直接和模型进行点击交互,因为你点击的是RenderTexture,那就需要 另外一种方法,调整UI和模型的位置,可以直接将模型放入主摄像机的视野中。

  为了方便计算,先将MainCamera坐标变为(0,0,0),将Canvas的PlaneDistance变成1,把Cube放到(0,0,2)的位置。现在在Game视图中就看到了对象Cube,并不是在RenderTexture上中显示的。

  

  其实原理就是等比,UI和Cube距离摄像机的距离等比于Img在UI上移动的距离和Cube在World上移动的距离。

  所以在移动的方法里把Img移动的距离X这个比例,就可以计算Cube的移动距离并赋值了。

  

  直接上修改后的代码。

  

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;

public class MoveTest : MonoBehaviour
{
    public float ScaleMax = 4;
    public float ScaleMin = 1;
    public Transform Limit;
    public GameObject Img;
    public GameObject goModel;
    public float RotSpeed = 10f;
    public Canvas canvas;
    Vector3 posOffset;
    bool isDrag;
    float fScale;
    float LimitLeft;
    float LimitRight;
    float LimitTop;
    float LimitBottom;
    float fRotX;
    float fRotY;
    float fRotYMaxLimt = 360;
    float fRotYMinLimt = -360;
    float fDistance;
    Vector3 StartPos;
    // Use this for initialization
    void Start()
    {
        UIEventListener.Get(Img).onBeginDrag = OnBeginDrag;
        UIEventListener.Get(Img).onDrag = OnDrag;
        UIEventListener.Get(Img).onEndDrag = OnEndDrag;

        if (Limit != null)
        {
            LimitLeft = Limit.Find("Left").localPosition.x;
            LimitRight = Limit.Find("Right").localPosition.x;
            LimitTop = Limit.Find("Top").localPosition.y;
            LimitBottom = Limit.Find("Bottom").localPosition.y;
        }
        //计算图片的宽度,因为模型的RenderTexture必须显示在Image上,所以Image的长宽必须相等,否则会拉伸模型的显示,此处计算取宽度和高度最大值作为图片的宽高。
        float Width = (LimitRight - LimitLeft) > (LimitTop - LimitBottom) ? LimitRight - LimitLeft : LimitTop - LimitBottom;
        Img.GetComponent<RectTransform>().sizeDelta = new Vector2(Width, Width);
        fScale = Img.transform.localScale.x;
        fRotX = goModel.transform.eulerAngles.x;
        fRotY = goModel.transform.eulerAngles.y;
        StartPos = goModel.transform.localPosition;
    }

    // Update is called once per frame
    void Update()
    {
        float fMouseScale = Input.GetAxis("Mouse ScrollWheel");
        if (!isDrag)
        {
            
            if (fMouseScale != 0)
                Scale(fMouseScale);
            MoveBack(Img);
        }
     
    }

    void OnBeginDrag(PointerEventData eventData)
    {
        Vector3 vPos = new Vector3();
        if (RectTransformUtility.ScreenPointToWorldPointInRectangle(Img.GetComponent<RectTransform>(), eventData.position, Camera.main, out vPos))
        {
            posOffset = Img.transform.position - vPos;
        }
        isDrag = true;
    }
    void OnDrag(PointerEventData eventData)
    {
        if (isDrag)
        {
            Vector3 pos;
            if (RectTransformUtility.ScreenPointToWorldPointInRectangle(Img.GetComponent<RectTransform>(), eventData.position, Camera.main, out pos))
            {
                Img.transform.position = pos + posOffset;

                //计算比例,然后再Img移动的基础上乘以比例系数,就算出模型移动的距离了。
                fDistance = goModel.transform.position.z / canvas.planeDistance;
                Debug.Log(fDistance);
                float fx = Img.transform.position.x * fDistance;
                float fy = Img.transform.position.y * fDistance;

                goModel.transform.localPosition = StartPos + new Vector3(fx, fy, 0);
            }
        }
        else if (eventData.button == PointerEventData.InputButton.Right)
        {
            Rotation();
        }
    }
    void OnEndDrag(PointerEventData eventData)
    {
        posOffset = Vector3.zero;
        isDrag = false;
    }

    //回到视野内
    void MoveBack(GameObject objImg)
    {
        float fOffsetX;
        float fOffsetY;
        {
            if (objImg.transform.localPosition.x < (LimitRight - objImg.GetComponent<RectTransform>().rect.width / 2 * fScale))
            {
                fOffsetX = LimitRight - (objImg.transform.localPosition.x + objImg.GetComponent<RectTransform>().rect.width / 2 * fScale);

            }
            else if (objImg.transform.localPosition.x > (LimitLeft + objImg.GetComponent<RectTransform>().rect.width / 2 * fScale))
            {
                fOffsetX = LimitLeft - (objImg.transform.localPosition.x - objImg.GetComponent<RectTransform>().rect.width / 2 * fScale);
            }
            else
            {
                fOffsetX = 0;
            }
        }
        {
            if (objImg.transform.localPosition.y > (LimitBottom + objImg.GetComponent<RectTransform>().rect.height / 2 * fScale))
            {
                fOffsetY = LimitBottom - (objImg.transform.localPosition.y - objImg.GetComponent<RectTransform>().rect.height / 2 * fScale);
            }
            else if (objImg.transform.localPosition.y < (LimitTop - objImg.GetComponent<RectTransform>().rect.height / 2 * fScale))
            {
                fOffsetY = LimitTop - (objImg.transform.localPosition.y + objImg.GetComponent<RectTransform>().rect.height / 2 * fScale);
            }
            else
            {
                fOffsetY = 0;
            }
        }
        //注意此处,(60/canvas.planeDistance)必须加上,否则会因为移动过,导致Postion的值过大而报错,因为一开始Canvas的值是60,现在改成1,所以需要60/1
        objImg.transform.Translate(new Vector3(fOffsetX, fOffsetY, 0) * Time.deltaTime / (60 / canvas.planeDistance), Space.Self);

        goModel.transform.localPosition=StartPos+ new Vector3(objImg.transform.position.x * fDistance, objImg.transform.position.y * fDistance, 0);
    }

    //缩放
    void Scale(float fDetla)
    {
        Img.transform.localScale = new Vector3(Img.transform.localScale.x + fDetla, Img.transform.localScale.y + fDetla, 1);
        if (Img.transform.localScale.x < ScaleMin)
            Img.transform.localScale = Vector3.one;
        else if (Img.transform.localScale.x > ScaleMax)
            Img.transform.localScale = new Vector3(ScaleMax, ScaleMax, 1);
        //fScale = Img.transform.localScale.x;
        //同样的代码,Cube再来一遍
        goModel.transform.localScale = new Vector3(goModel.transform.localScale.x + fDetla, goModel.transform.localScale.y + fDetla, 1);
        if (goModel.transform.localScale.x < ScaleMin)
            goModel.transform.localScale = Vector3.one;
        else if (goModel.transform.localScale.x > ScaleMax)
            goModel.transform.localScale = new Vector3(ScaleMax, ScaleMax, 1);
        fScale = goModel.transform.localScale.x;
    }

    void Rotation()
    {

        float fx = Input.GetAxis("Mouse X");
        float fy = Input.GetAxis("Mouse Y");

        #region//第一种方法,无法实现世界坐标的X轴旋转
        //if (Mathf.Abs(fx) >= Mathf.Abs(fy))
        //{
        //    fRotX -= fx * RotSpeed;
        //}
        //else if (Mathf.Abs(fy) > Mathf.Abs(fx))
        //{
        //    fRotY += fy * RotSpeed;
        //}
        //fRotY = ClampAngle(fRotY, fRotYMinLimt, fRotYMaxLimt);
        //goModel.transform.rotation = Quaternion.Euler(fRotY, fRotX, 0);
        #endregion
        if (Mathf.Abs(fx) >= Mathf.Abs(fy))
        {
            fRotX += fx * RotSpeed;
            fRotY = 0;
        }
        else if (Mathf.Abs(fy) > Mathf.Abs(fx))
        {
            fRotY += fy * RotSpeed;
            fRotX = 0;
        }
        goModel.transform.Rotate(Vector3.up, -fx * Time.deltaTime * 500, Space.World);
        goModel.transform.Rotate(Vector3.right, fy * Time.deltaTime * 500, Space.World);
    }
    float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}
View Code

  这时候会发现一个问题,就是Cube不会被Mask遮挡住,因为Mask遮罩遮不住模型,其实只要在Mask周围添加上UI图片,挡住Cube就行了。

原文地址:https://www.cnblogs.com/YDoubleC/p/9777411.html