TransformWithBounds.cs 5.7 KB

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  1. using EZXR.Glass.Core;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace EZXR.Glass.Inputs
  6. {
  7. [RequireComponent(typeof(DrawBounds))]
  8. public class TransformWithBounds : MonoBehaviour
  9. {
  10. DrawBounds drawBounds;
  11. /// <summary>
  12. /// 缩放控制角的Prefab
  13. /// </summary>
  14. GameObject prefab_ScaleCorner;
  15. /// <summary>
  16. /// 8个角,用来控制缩放
  17. /// </summary>
  18. Transform[] corners = new Transform[8];
  19. /// <summary>
  20. /// 旋转握柄的Prefab
  21. /// </summary>
  22. GameObject prefab_RotateHandle;
  23. /// <summary>
  24. /// 用来控制沿X轴旋转的握柄
  25. /// </summary>
  26. [HideInInspector]
  27. public Transform[] rotate_X = new Transform[4];
  28. /// <summary>
  29. /// 水平方向4个Bound的中间点,用来控制水平旋转
  30. /// </summary>
  31. [HideInInspector]
  32. public Transform[] rotate_Y = new Transform[4];
  33. /// <summary>
  34. /// 用来控制沿Z轴旋转的握柄
  35. /// </summary>
  36. [HideInInspector]
  37. public Transform[] rotate_Z = new Transform[4];
  38. // Start is called before the first frame update
  39. void Start()
  40. {
  41. prefab_ScaleCorner = ResourcesManager.Load<GameObject>("TransformWithBounds/ScaleCorner");
  42. prefab_RotateHandle = ResourcesManager.Load<GameObject>("TransformWithBounds/RotateHandle");
  43. drawBounds = GetComponent<DrawBounds>();
  44. //生成缩放控制角,并根据实例化的角的位置来设置为正确的旋转角度
  45. corners[0] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[0], Quaternion.identity, transform).transform;
  46. corners[0].localEulerAngles = new Vector3(0, -180, -90);
  47. corners[1] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[1], Quaternion.identity, transform).transform;
  48. corners[1].localEulerAngles = new Vector3(0, -180, -180);
  49. corners[2] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[2], Quaternion.identity, transform).transform;
  50. corners[2].localEulerAngles = new Vector3(0, 90, 0);
  51. corners[3] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[3], Quaternion.identity, transform).transform;
  52. corners[3].localEulerAngles = new Vector3(0, 180, 0);
  53. corners[4] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[4], Quaternion.identity, transform).transform;
  54. corners[4].localEulerAngles = new Vector3(0, 0, -180);
  55. corners[5] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[5], Quaternion.identity, transform).transform;
  56. corners[5].localEulerAngles = new Vector3(90, 0, 0);
  57. corners[6] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[6], Quaternion.identity, transform).transform;
  58. corners[6].localEulerAngles = new Vector3(0, 0, 0);
  59. corners[7] = Instantiate(prefab_ScaleCorner, drawBounds.vertices[7], Quaternion.identity, transform).transform;
  60. corners[7].localEulerAngles = new Vector3(0, -90, 0);
  61. //生成绕X轴旋转的控制杆
  62. rotate_X[0] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[0], Quaternion.identity, transform).transform;
  63. rotate_X[1] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[2], Quaternion.identity, transform).transform;
  64. rotate_X[2] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[6], Quaternion.identity, transform).transform;
  65. rotate_X[3] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[4], Quaternion.identity, transform).transform;
  66. rotate_X[0].LookAt(drawBounds.vertices[0], transform.up);
  67. rotate_X[1].LookAt(drawBounds.vertices[2], transform.up);
  68. rotate_X[2].LookAt(drawBounds.vertices[6], transform.up);
  69. rotate_X[3].LookAt(drawBounds.vertices[4], transform.up);
  70. //生成绕Y轴旋转的控制杆
  71. rotate_Y[0] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[1], Quaternion.identity, transform).transform;
  72. rotate_Y[1] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[3], Quaternion.identity, transform).transform;
  73. rotate_Y[2] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[7], Quaternion.identity, transform).transform;
  74. rotate_Y[3] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[5], Quaternion.identity, transform).transform;
  75. rotate_Y[0].LookAt(drawBounds.vertices[1], transform.forward);
  76. rotate_Y[1].LookAt(drawBounds.vertices[3], transform.forward);
  77. rotate_Y[2].LookAt(drawBounds.vertices[7], transform.forward);
  78. rotate_Y[3].LookAt(drawBounds.vertices[5], transform.forward);
  79. //生成绕Z轴旋转的控制杆
  80. rotate_Z[0] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[8], Quaternion.identity, transform).transform;
  81. rotate_Z[1] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[9], Quaternion.identity, transform).transform;
  82. rotate_Z[2] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[10], Quaternion.identity, transform).transform;
  83. rotate_Z[3] = Instantiate(prefab_RotateHandle, drawBounds.midPoints[11], Quaternion.identity, transform).transform;
  84. rotate_Z[0].LookAt(drawBounds.vertices[0], transform.up);
  85. rotate_Z[1].LookAt(drawBounds.vertices[1], transform.up);
  86. rotate_Z[2].LookAt(drawBounds.vertices[2], transform.up);
  87. rotate_Z[3].LookAt(drawBounds.vertices[3], transform.up);
  88. }
  89. // Update is called once per frame
  90. void Update()
  91. {
  92. }
  93. }
  94. }