using UnityEngine;
using System.Collections;
///
/// Pinch gesture: two fingers moving closer or further away from each other
///
/// NOTE: it is recommanded to set ResetMode to GestureResetMode.NextFrame for this gesture
///
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Pinch" )]
public class PinchGestureRecognizer : MultiFingerGestureRecognizer
{
///
/// Event fired when the
///
public event EventDelegate OnPinchBegin;
///
/// Event fired when the distance between the two fingers has changed
/// Use to retrieve the amount of motion
///
public event EventDelegate OnPinchMove;
///
/// Event fired when the gesture has ended (e.g. at least one of the fingers was lifted off)
///
public event EventDelegate OnPinchEnd;
///
/// Pinch DOT product treshold - this controls how tolerant the pinch gesture detector is to the two fingers
/// moving in opposite directions.
/// Setting this to -1 means the fingers have to move in exactly opposite directions to each other.
/// this value should be kept between -1 and 0 excluded.
///
public float MinDOT = -0.7f;
///
/// Minimum pinch distance required to trigger the pinch gesture
///
public float MinDistance = 5.0f;
///
/// How much to scale the internal pinch delta by before raising the OnPinchMove event
///
public float DeltaScale = 1.0f;
protected float delta = 0.0f;
///
/// Signed change in distance between the two fingers since last update
/// A negative value means the two fingers got closer, while a positive value means they moved further apart
///
public float Delta
{
get { return delta; }
}
// Only support 2 simultaneous fingers right now
protected override int GetRequiredFingerCount()
{
return 2;
}
protected override bool CanBegin( FingerGestures.IFingerList touches )
{
if( !base.CanBegin( touches ) )
return false;
FingerGestures.Finger finger0 = touches[0];
FingerGestures.Finger finger1 = touches[1];
if( !FingerGestures.AllFingersMoving( finger0, finger1 ) )
return false;
if( !FingersMovedInOppositeDirections( finger0, finger1 ) )
return false;
float gapDelta = ComputeGapDelta( finger0, finger1, finger0.StartPosition, finger1.StartPosition );
if( Mathf.Abs( gapDelta ) < MinDistance )
return false;
return true;
}
protected override void OnBegin( FingerGestures.IFingerList touches )
{
FingerGestures.Finger finger0 = touches[0];
FingerGestures.Finger finger1 = touches[1];
StartPosition[0] = finger0.StartPosition;
StartPosition[1] = finger1.StartPosition;
Position[0] = finger0.Position;
Position[1] = finger1.Position;
RaiseOnPinchBegin();
float startDelta = ComputeGapDelta( finger0, finger1, finger0.StartPosition, finger1.StartPosition );
delta = DeltaScale * ( startDelta - Mathf.Sign( startDelta ) * MinDistance );
RaiseOnPinchMove();
}
protected override GestureState OnActive( FingerGestures.IFingerList touches )
{
if( touches.Count != RequiredFingerCount )
{
// fingers were lifted?
if( touches.Count < RequiredFingerCount )
{
RaiseOnPinchEnd();
return GestureState.Recognized;
}
// more fingers added, gesture failed
return GestureState.Failed;
}
FingerGestures.Finger finger0 = touches[0];
FingerGestures.Finger finger1 = touches[1];
Position[0] = finger0.Position;
Position[1] = finger1.Position;
// dont do anything if both fingers arent moving
if( !FingerGestures.AllFingersMoving( finger0, finger1 ) )
return GestureState.InProgress;
float newDelta = ComputeGapDelta( finger0, finger1, finger0.PreviousPosition, finger1.PreviousPosition );
if( Mathf.Abs( newDelta ) > 0.001f )
{
if( !FingersMovedInOppositeDirections( finger0, finger1 ) )
return GestureState.InProgress; //TODO: might want to make this configurable, so the recognizer can fail if fingers move in same direction
delta = DeltaScale * newDelta;
RaiseOnPinchMove();
}
return GestureState.InProgress;
}
#region Event-Raising Wrappers
protected void RaiseOnPinchBegin()
{
if( OnPinchBegin != null )
OnPinchBegin( this );
}
protected void RaiseOnPinchMove()
{
if( OnPinchMove != null )
OnPinchMove( this );
}
protected void RaiseOnPinchEnd()
{
if( OnPinchEnd != null )
OnPinchEnd( this );
}
#endregion
#region Utils
bool FingersMovedInOppositeDirections( FingerGestures.Finger finger0, FingerGestures.Finger finger1 )
{
return FingerGestures.FingersMovedInOppositeDirections( finger0, finger1, MinDOT );
}
float ComputeGapDelta( FingerGestures.Finger finger0, FingerGestures.Finger finger1, Vector2 refPos1, Vector2 refPos2 )
{
Vector2 curDelta = finger0.Position - finger1.Position;
Vector2 refDelta = refPos1 - refPos2;
return curDelta.magnitude - refDelta.magnitude;
}
#endregion
}