旋轉三維物體(加三維物體上)


  //旋轉參數
    public float x = 0.0f;//相機旋轉角度
    public float y = 0.0f;
    public float z = 0.0f;
    private float xSpeed = 250.0f;//鼠標在x、y軸方向旋轉的速度
    private float ySpeed = 120.0f;


    //縮放參數
    private float nomalscale;
    private float MouseWheelSensitivity;
    private float MouseZoomMin;
    private float MouseZoomMax;

 
    //平移參數
    private Vector3 screenPoint;
    private Vector3 offset;
    // Use this for initialization
    void Start()
    {
        Vector3 angles = this.transform.eulerAngles;
        x = angles.y;
        y = angles.x;
        z = angles.z;
        nomalscale = Mathf.Abs(this.transform.localScale.x /** 2.0f*/);
        MouseWheelSensitivity = /*Mathf.Abs(this.transform.localScale.x)*/0.3f;
        MouseZoomMin = 0.1f * nomalscale;
        MouseZoomMax = 6.0f * nomalscale;
    }

    // Update is called once per frame
    void LateUpdate()
    {
       
        if (Input.GetMouseButton(1))
        {
            x -= Input.GetAxis("Mouse X") * xSpeed * 0.02f;
            y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
   //z = this.transform.eulerAngles.z;
   //y = ClampAngle(y, yMinLimit, yMaxLimit);

            Quaternion rotation = Quaternion.Euler(y, x, z);
            this.transform.rotation = rotation;
   // this.transform.Rotate(y,x,0,Space.World);
        }
       
        else if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            if (nomalscale >= MouseZoomMin && nomalscale <= MouseZoomMax)
            {
                nomalscale += Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
            }
            if (nomalscale < MouseZoomMin)
            {
                nomalscale = MouseZoomMin;
            }
            if (nomalscale > MouseZoomMax)
            {
                nomalscale = MouseZoomMax;
            }
            this.transform.localScale = new Vector3(nomalscale, nomalscale, nomalscale);
        }
      
    }

 static float ClampAngle (float angle , float min ,float  max)
 {
  //  print ( " angle" + angle);
  if (angle < -360)
   angle += 360;
  if (angle > 360)
   angle -= 360;
  return Mathf.Clamp (angle, min, max);
 }

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