Files
Main/Assets/Launcher/ExternalLibs/FingerGestures/Components/RotationGestureRecognizer.cs
2025-01-25 04:38:09 +08:00

168 lines
5.6 KiB
C#

using UnityEngine;
using System.Collections;
/// <summary>
/// Rotation gesture, also known as twist gesture
/// This gesture is performed by moving two fingers around a point of reference in opposite directions
///
/// NOTE: it is recommanded to set ResetMode to GestureResetMode.NextFrame for this gesture
/// </summary>
[AddComponentMenu( "FingerGestures/Gesture Recognizers/Rotation" )]
public class RotationGestureRecognizer : MultiFingerGestureRecognizer
{
/// <summary>
/// Event fired when the rotation gesture starts
/// See also: <see cref="MinRotation"/> and <see cref="MinDOT"/>
/// </summary>
public event EventDelegate<RotationGestureRecognizer> OnRotationBegin;
/// <summary>
/// Event fired when the rotation angle has changed.
/// Query <see cref="RotationDelta"/> to get the angle difference since last frame
/// Query <see cref="TotalRotation"/> to get the total angular motion since the beginning of the gesture
/// </summary>
public event EventDelegate<RotationGestureRecognizer> OnRotationMove;
/// <summary>
/// Event fired when the rotation gesture is finished
/// See also: <see cref="TotalRotation"/>
/// </summary>
public event EventDelegate<RotationGestureRecognizer> OnRotationEnd;
/// <summary>
/// Rotation DOT product treshold - this controls how tolerant the twist 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.
/// </summary>
public float MinDOT = -0.7f;
/// <summary>
/// Minimum amount of rotation required to start the rotation gesture (in degrees)
/// </summary>
public float MinRotation = 1.0f;
float totalRotation = 0.0f;
float rotationDelta = 0.0f;
/// <summary>
/// Get total rotation angle since gesture started (in degrees)
/// </summary>
public float TotalRotation
{
get { return totalRotation; }
}
/// <summary>
/// Get rotation angle change since last move (in degrees)
/// </summary>
public float RotationDelta
{
get { return rotationDelta; }
}
#region Utils
bool FingersMovedInOppositeDirections( FingerGestures.Finger finger0, FingerGestures.Finger finger1 )
{
return FingerGestures.FingersMovedInOppositeDirections( finger0, finger1, MinDOT );
}
// return signed angle in degrees between current finger position and ref positions
static float SignedAngularGap( FingerGestures.Finger finger0, FingerGestures.Finger finger1, Vector2 refPos0, Vector2 refPos1 )
{
Vector2 curDir = ( finger0.Position - finger1.Position ).normalized;
Vector2 refDir = ( refPos0 - refPos1 ).normalized;
// check if we went past the minimum rotation amount treshold
return Mathf.Rad2Deg * FingerGestures.SignedAngle( refDir, curDir );
}
#endregion
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;
// check if we went past the minimum rotation amount treshold
float rotation = SignedAngularGap( finger0, finger1, finger0.StartPosition, finger1.StartPosition );
if( Mathf.Abs( rotation ) < MinRotation )
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;
float angle = SignedAngularGap( finger0, finger1, finger0.StartPosition, finger1.StartPosition );
totalRotation = Mathf.Sign( angle ) * MinRotation;
rotationDelta = 0;
if( OnRotationBegin != null )
OnRotationBegin( this );
rotationDelta = angle - totalRotation;
totalRotation = angle;
if( OnRotationMove != null )
OnRotationMove( this );
}
protected override GestureState OnActive( FingerGestures.IFingerList touches )
{
if( touches.Count != RequiredFingerCount )
{
// fingers were lifted?
if( touches.Count < RequiredFingerCount )
{
if( OnRotationEnd != null )
OnRotationEnd( this );
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;
rotationDelta = SignedAngularGap( finger0, finger1, finger0.PreviousPosition, finger1.PreviousPosition );
totalRotation += rotationDelta;
if( OnRotationMove != null )
OnRotationMove( this );
return GestureState.InProgress;
}
}