示例:直接在官方示例上改的
import { ui } from "./../ui/layaMaxUI"; /** * 本示例采用非脚本的方式实现,而使用继承页面基类,实现页面逻辑。在IDE里面设置场景的Runtime属性即可和场景进行关联 * 相比脚本方式,继承式页面类,可以直接使用页面定义的属性(通过IDE内var属性定义),比如this.tipLbll,this.scoreLbl,具有代码提示效果 * 建议:如果是页面级的逻辑,需要频繁访问页面内多个元素,使用继承式写法,如果是独立小模块,功能单一,建议用脚本方式实现,比如子弹脚本。 */ export default class GameUI extends ui.test.TestSceneUI { // 触控操作的对象 private box: Laya.MeshSprite3D; // 当前加载的模型 private cabin:Laya.MeshSprite3D; // 一个日志文本框 private logTextArea:Laya.TextArea; private _scene: Laya.Scene3D; constructor() { super(); //初始化引擎 Laya3D.init(0, 0); //适配模式 Laya.stage.fullScreenEnabled = true; Laya.stage.scaleMode = Laya.Stage.SCALE_FULL; Laya.stage.screenMode = Laya.Stage.SCREEN_VERTICAL; Laya.stage.frameRate = Laya.Stage.FRAME_SLOW; //开启统计信息 //Laya.Stat.show(Laya.Browser.clientWidth - 180); //添加3D场景 this._scene = Laya.stage.addChild(new Laya.Scene3D()) as Laya.Scene3D; //添加照相机 var camera: Laya.Camera = (this._scene.addChild(new Laya.Camera(0, 0.1, 100))) as Laya.Camera; camera.transform.translate(new Laya.Vector3(0, 2, 3)); camera.transform.rotate(new Laya.Vector3(-30, 0, 0), true, false); //添加方向光 var directionLight: Laya.DirectionLight = this._scene.addChild(new Laya.DirectionLight()) as Laya.DirectionLight; directionLight.color = new Laya.Vector3(0.6, 0.6, 0.6); directionLight.transform.worldMatrix.setForward(new Laya.Vector3(1, -1, 0)); //添加自定义模型 // this.box = this._scene.addChild(new Laya.MeshSprite3D(Laya.PrimitiveMesh.createBox(1, 1, 1))) as Laya.MeshSprite3D; // this.box.transform.rotate(new Laya.Vector3(0, 45, 0), false, false); // //this.box.transform.localScale = new Laya.Vector3(1, 1, 1); // var material: Laya.BlinnPhongMaterial = new Laya.BlinnPhongMaterial(); // material.albedoColor = new Laya.Vector4(1, 1, 0, 1);//反射光颜色(偏黄) // Laya.Texture2D.load("res/layabox.png", Laya.Handler.create(null, function(tex:Laya.Texture2D) { // material.albedoTexture = tex; // })); // this.box.meshRenderer.material = material; //资源url var meshUrl = "res/models/FurnishedCabin/Meshes/Sofa-Sofa.lm"; var materialUrl = "res/models/FurnishedCabin/Meshes/Materials/Chairs_MAT.lmat"; //加载Mesh Laya.Mesh.load(meshUrl, Laya.Handler.create(this, function(mesh){ this.cabin = new Laya.MeshSprite3D(mesh); this._scene.addChild(this.cabin); //加载Material Laya.PBRStandardMaterial.load(materialUrl, Laya.Handler.create(this, function(material) { this.cabin.meshRenderer.material = material; }, null, true)); this.box = this.cabin; }, null, true)); Laya.MouseManager.multiTouchEnabled = true; Laya.stage.on(Laya.Event.MOUSE_DOWN,this, this.onMouseDown); Laya.stage.on(Laya.Event.MOUSE_UP,this, this.onMouseUp); this.logTextArea = new Laya.TextArea(""); this.logTextArea.mouseEnabled = false; this.logTextArea.text = ""; this.logTextArea.multiline = true; this.logTextArea.color = "#00FF00"; this.logTextArea.fontSize = 50; this.logTextArea.width = 1000; this.logTextArea.height = Laya.Browser.clientHeight * 3; Laya.stage.addChild(this.logTextArea); //每帧驱动onLoop()方法 Laya.timer.frameLoop(1, this, this.onLoop, null, false); } // 旋转控制开关 private _rotationEnabled = false; // 旋转因子,用来调节旋转灵敏度 private _factor = 0.3; // 旋转角度 private _rotation = new Laya.Vector3(0, 0, 0); // 记录按下时的坐标 private _downX = -1; private _downY = -1; // 缩放控制开关 private _scaleEnabled = false; // 缩放因子,用来调节缩放灵敏度s private _scaleFactor = 0.000001; // 记录上一帧两触控点距离 private _touchDistance = 0; // 记录缩放值 private _scale: Laya.Vector3 = new Laya.Vector3(1, 1, 1); private _twoFirst = true; private onMouseDown(e:Laya.Event):void { var touches: Array<any> = e.touches; //在支持触控的设备上才有值 if (touches == undefined) return; var touchCount = touches.length; switch(touchCount) { case 1: this.stopScale(); this.beginRotation(); break; case 2: this.stopRotation(); this.beginScale(); break; default: this.stopRotation(); this.stopScale(); break; } } private onMouseUp(e:Laya.Event):void { var touches: Array<any> = e.touches; //在支持触控的设备上才有值 if (touches == undefined) return; var touchCount = touches.length; switch(touchCount) { case 1: this.stopScale(); this.beginRotation(); break; case 2: this.stopRotation(); this.beginScale(); break; default: this.stopRotation(); this.stopScale(); break; } } // 开始旋转 private beginRotation():void { this._downX = Laya.stage.mouseX; this._downY = Laya.stage.mouseY; this._rotationEnabled = true; } // 停止旋转 private stopRotation():void { this._rotationEnabled = false; } // 开始缩放 private beginScale():void { this._touchDistance = this.getTouch2Distance(); this._scaleEnabled = true; } // 停止缩放 private stopScale() { this._scaleEnabled = false; this._twoFirst = true; } // 获取两个触控点的距离 private getTouch2Distance(): number { var touchCount = this._scene.input.touchCount(); if (2 !== touchCount) return 0; var touch = this._scene.input.getTouch(0); var touch2 = this._scene.input.getTouch(1); var vec = Vector2Util.subtraction(touch2.position, touch.position); var distance = Vector2Util.getLengthSquared(vec); return distance; } public onLoop():void { if (this._rotationEnabled) { var mouseX = Laya.stage.mouseX; var mouseY = Laya.stage.mouseY; var deltaX = mouseX - this._downX; var deltaY = mouseY - this._downY; this._downX = mouseX; this._downY = mouseY; this._rotation.x = deltaY * this._factor; this._rotation.y = deltaX * this._factor; this.box.transform.rotate(this._rotation, false, false); } if (this._scaleEnabled) { if (this._twoFirst) { this._touchDistance = this.getTouch2Distance(); this._twoFirst = false; } else { var distance = this.getTouch2Distance(); var touchScale = (distance - this._touchDistance) * this._scaleFactor; this._touchDistance = distance; this._scale.x += touchScale; this._scale.y += touchScale; this._scale.z += touchScale; this.box.transform.scale = this._scale; } } } private showLog(text:string) { this.logTextArea.text += text + "\n"; } } class Vector2Util { public static getLengthSquared(vec: Laya.Vector2) { return vec.x*vec.x + vec.y*vec.y; } public static getLength(vec: Laya.Vector2): number { var s = Vector2Util.getLengthSquared(vec); return Math.sqrt(s); } public static subtraction(vec1: Laya.Vector2, vec2: Laya.Vector2) { var vec = new Laya.Vector2(); vec.x = vec1.x - vec2.x; vec.y = vec1.y - vec2.y; return vec; } public static multiply(vec: Laya.Vector2, factor: number): Laya.Vector2 { var v = new Laya.Vector2(); v.x = vec.x * factor; v.y = vec.y * factor; return v; } } class Vector3Util { public static scale(vec: Laya.Vector3, factor: number): Laya.Vector3 { var v = new Laya.Vector3(); v.x = vec.x * factor; v.y = vec.y * factor; v.z = vec.z * factor; return v; } }
运行效果
单指旋转模型,双指缩放模型