export default class MobileModelScript extends Laya.Script3D{// ES6类的继承,继承父类的属性和方法。继承实质:先创建父类的实例对象this,然后再用子类的构造函数修改this;
constructor(){
// super作为对象使用的话可以用来调用父类中原型上的方法(不能调用实例的方法属性-constructor中的),作为函数使用代表父类的构造函数
super();// 表示父类的构造函数,调用父类的constructor,用来新建父类的this对象;子类必须在constructor方法中调用super()方法,因为子类没有自己的this对象,而是继承父类的this对象,然后对其进行加工;如果不调用super,子类就得不到this对象;
this.scene = null;
this.lastPosition = new Laya.Vector2(0, 0);
this.distance = 0.0;
this.disFirstTouch = new Laya.Vector2(0, 0);
this.disLastTouch = new Laya.Vector2(0, 0);
this.isTwoTouch = false;
this.first = true;
this.twoFirst = true;
this.rotate = new Laya.Vector3(0,0,0);
this.sprite3DSacle = new Laya.Vector3(0,0,0);
//模型默认自转,当用户单击屏幕时取消自转,双击屏幕重新按照初始角度,初始位置和当前缩放值旋转
this.modelRotate = true;
this.clicked = 1;
this.clickedTime = {
'timeA':'',
'timeB':''
}
}
/**
* 第一次执行update之前执行,只会执行一次
*/
onStart(){
this.scene = this.owner.parent;
// 存储模型的初始旋转角度
this.firstRotate = new Laya.Quaternion(this.owner.transform.rotation.x,this.owner.transform.rotation.y,this.owner.transform.rotation.z,this.owner.transform.rotation.w);
// 存储模型初始位置
this.firstPosition = new Laya.Vector3(this.owner.transform.position.x,this.owner.transform.position.y,this.owner.transform.position.z);
// Laya.stage.on(Laya.Event.MOUSE_OUT,this,this.onMouseOut);
Laya.stage.on(Laya.Event.MOUSE_UP,this,this.onMouseUp);
}
/**
* 每帧更新时执行
*/
onUpdate(){
var mod = this.owner;
if (this.modelRotate) {
//自动旋转
mod.transform.rotate(new Laya.Vector3(0,0.5,0),false,false);
}
// 获取触摸点个数
let touchCount = this.scene.input.touchCount();
if (1 === touchCount){
//判断是否为两指触控,撤去一根手指后引发的touchCount===1
if(this.isTwoTouch){
return;
}
//获取当前的触控点,数量为1
let touch = this.scene.input.getTouch(0);// 获取触摸点,参数代表索引
//是否为新一次触碰,并未发生移动
if (this.first){
//获取触碰点的位置
this.lastPosition.x = touch._position.x;
this.lastPosition.y = touch._position.y;
this.first = false;
}
else{
//移动触碰点
let deltaY = this.lastPosition.y - touch._position.y;
let deltaX = touch._position.x - this.lastPosition.x;
this.lastPosition.x = touch._position.x;
this.lastPosition.y = touch._position.y;
//根据移动的距离进行旋转
this.rotate.setValue(1 * deltaY /2, 1 * deltaX / 2, 0);
mod.transform.rotate(this.rotate,false,false);
}
}
else if (2 === touchCount){
this.isTwoTouch = true;
//获取两个触碰点
let touch = this.scene.input.getTouch(0);
let touch2 = this.scene.input.getTouch(1);
//是否为新一次触碰,并未发生移动
if (this.twoFirst){
//获取触碰点的位置
this.disFirstTouch.x = touch.position.x - touch2.position.x;
this.disFirstTouch.y = touch.position.y - touch2.position.y;
this.distance = Laya.Vector2.scalarLength(this.disFirstTouch);// 计算标量长度
// console.log('First Distance',this.distance);
this.sprite3DSacle = mod.transform.scale;
this.touchAFirstX = touch.position.x;
this.touchAFirstY = touch.position.y;
this.touchBFirstX = touch2.position.x;
this.touchBFirstY = touch2.position.y;
this.twoFirst = false;
}
else{
// 缩放
this.disLastTouch.x = touch.position.x - touch2.position.x;
this.disLastTouch.y = touch.position.y - touch2.position.y;
let distance2 = Laya.Vector2.scalarLength(this.disLastTouch);
//根据移动的距离进行缩放
let factor = 0.001 * (distance2 - this.distance);
this.sprite3DSacle.x += factor;
this.sprite3DSacle.y += factor;
this.sprite3DSacle.z += factor;
this.ctrolScale();
mod.transform.scale = this.sprite3DSacle;
this.distance = distance2;
// 移动
this.touchALastX = touch.position.x;
this.touchALastY = touch.position.y;
this.touchBLastX = touch2.position.x;
this.touchBLastY = touch2.position.y;
let centerFirst = new Laya.Point((this.touchAFirstX + this.touchBFirstX) / 2, (this.touchAFirstY + this.touchBFirstY) / 2);
let centerLast = new Laya.Point((this.touchALastX + this.touchBLastX) / 2, (this.touchALastY + this.touchBLastY) / 2);
let moveX = (centerFirst.x - centerLast.x)
let moveY = (centerFirst.y - centerLast.y);
mod.transform.translate(new Laya.Vector3(moveX,moveY,0),false);
this.touchAFirstX = touch.position.x;
this.touchAFirstY = touch.position.y;
this.touchBFirstX = touch2.position.x;
this.touchBFirstY = touch2.position.y;
}
}
else if (0 === touchCount){
this.first = true;
this.twoFirst = true;
this.lastPosition.x = 0;
this.lastPosition.y = 0;
this.isTwoTouch = false;
}
}
ctrolScale(){
this.sprite3DSacle.x = this.sprite3DSacle.x < 0.75 ? 0.75 : (this.sprite3DSacle.x > 2.5 ? 2.5 : this.sprite3DSacle.x);
this.sprite3DSacle.y = this.sprite3DSacle.y < 0.75 ? 0.75 : (this.sprite3DSacle.y > 2.5 ? 2.5 : this.sprite3DSacle.y);
this.sprite3DSacle.z = this.sprite3DSacle.z < 0.75 ? 0.75 : (this.sprite3DSacle.z > 2.5 ? 2.5 : this.sprite3DSacle.z);
}
/**
* 鼠标弹起时执行
*/
onMouseUp() {
if (this.clicked == 1) {
this.clicked++;
// 单击事件 模型停止自动旋转
this.modelRotate = false;
} else if (this.clicked == 2) {
this.clickedTime.timeA = new Date();
this.clicked++;
} else if(this.clicked == 3) {
this.clickedTime.timeB = new Date();
let gap = Math.abs(this.clickedTime.timeA - this.clickedTime.timeB);
if (gap < 400 && gap > 100){
this.clicked = 1;
// 双击事件 模型恢复初始角度和初始位置并重新开始自动旋转
this.owner.transform.rotation = this.firstRotate;
this.owner.transform.position = this.firstPosition;
this.modelRotate = true;
} else {
this.clickedTime.timeA = new Date();
}
}
}
}