我试图确定用户在屏幕上以圆周运动的方式旋转手指。我目前正在尝试使用叉积并使用 z 组件来确定用户旋转的方式。这产生的结果适用于旋转的下半部分,而在旋转的上半部分则相反。
谁能阐明我做错了什么?
if ( ( Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved && GameStateManager.CurrentGameState == GameState.Minigame) )
{
Vector3 touchPos = Vector3.zero;
if( Camera.mainCamera != null )
{
touchPos = Camera.mainCamera.ScreenToWorldPoint( new Vector3( Input.GetTouch(0).position.x, Input.GetTouch(0).position.y, Camera.mainCamera.nearClipPlane ));
}
if( prevTouchPos == Vector2.zero )
{
prevTouchPos = new Vector2( touchPos.x, touchPos.y );
return;
}
//need angle between last finger position and this finger position
Vector2 prevVec = new Vector2( prevTouchPos.x - transform.position.x, prevTouchPos.y - transform.position.y );
Vector2 currVec = new Vector2( touchPos.x - transform.position.x, touchPos.y - transform.position.y );
float ang = Vector2.Angle(prevVec, currVec);
Vector3 cross = Vector3.Cross( new Vector3(prevVec.x, prevVec.y, 0), new Vector3(currVec.x, currVec.y, 0));
Debug.Log(cross.normalized);
if (cross.z < 0)
{
Debug.Log("Prev Vec: " + prevVec);
Debug.Log("Curr Vec: " + currVec);
Debug.Log("ROTATE RIGHT");
transform.Rotate( 0, 0, ang);
}
else
{
Debug.Log("Prev Vec: " + prevVec);
Debug.Log("Curr Vec: " + currVec);
Debug.Log("ROTATE LEFT");
transform.Rotate( 0, 0, -ang);
}
//Debug.Log(ang);
//Debug.Log( "TouchPos: " + touchPos );
prevTouchPos = new Vector2( touchPos.x, touchPos.y);
}