拖动和旋转统一

drag & rotate unity

拜托,我需要帮助来通过拖动来旋转对象。对象是随触摸屏转动的船舵。我有一个问题,点击对象总是 returns 到角度 0。然后如果我可以让它旋转,但它总是从 0 而不是我停留的地方开始。

public void OnClick()
{
    Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
    pos = Input.mousePosition - pos;
    baseAngle = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg;
    baseAngle -= Mathf.Atan2(transform.right.y, transform.right.x) * Mathf.Rad2Deg;
}

public void OnDrag()
{
    Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
    pos = Input.mousePosition - pos;
    float ang = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg - baseAngle;
    transform.rotation = Quaternion.AngleAxis(ang, Vector3.right);
}

抱歉,之前的 post 不对。问题是你的立方体的 "default" 方向(你使用 Vector.right,但你需要 Vector.up),以及它的错误轴。您可以使用 "z" 和 "y",而不是 "y" 和“z”。我现在修复它,结束完全重写我的答案。

private Vector2 GetDirectionToMouse()
{
    var mousePosition = Camera.main.WorldToScreenPoint(transform.position);
    Vector2 result = Input.mousePosition - mousePosition;
    return result;
}

float dragAngle;

public void OnBeginDrag(PointerEventData data)
{
    var directionToMouse = GetDirectionToMouse().normalized;
    var mouseAngle = Mathf.Atan2(directionToMouse.y, directionToMouse.x) * Mathf.Rad2Deg;
    var transAngle = Mathf.Atan2(transform.up.z, transform.up.y) * Mathf.Rad2Deg;
    dragAngle = mouseAngle - transAngle;
}    

public void OnDrag(PointerEventData data)
{
    var directionToMouse = GetDirectionToMouse().normalized;
    var mouseAngle = Mathf.Atan2(directionToMouse.y, directionToMouse.x) * Mathf.Rad2Deg;
    var targetAngle = mouseAngle - dragAngle;

    transform.rotation = Quaternion.AngleAxis(targetAngle, Vector3.right);
}