unity引擎写的3D魔方
https://down.bccn.net/9465.html程序代码:
using UnityEngine; public class Cube : MonoBehaviour { struct RotateInfo { public string axis; public float dir; public float a; }; const int TRANS = 2; public Camera camera; Vector3 offset; public GameObject cubePrefab; public GameObject cubeParent; GameObject[] cubes = new GameObject[27]; Transform[] matx = new Transform[27]; Vector3 vecs; Vector3 vece; GameObject pickedNodes; GameObject pickedNodee; Vector3 vecms; Vector3 vecme; bool done = false; RotateInfo rotateInfo; bool isRotate = false; float rotateDegree = 0; void Start() { for (int i = 0; i < 27; i++) { cubes[i] = Instantiate(cubePrefab, new Vector3(0, 0, 0), Quaternion.identity); cubes[i].transform.parent = cubeParent.transform; } for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { for (int k = -1; k <= 1; k++) { int number = 9 * (i + 1) + 3 * (j + 1) + (k + 2); GameObject cube = cubes[number-1]; cube.name = "Cube" + number; cube.transform.Translate(new Vector3(i * TRANS, j * TRANS, k * TRANS)); matx[number - 1] = cube.transform; } } } offset = camera.transform.position - cubeParent.transform.position; } void Update() { if (Input.GetMouseButtonUp(0)) { done = false; } if (isRotate) { if ((rotateDegree+3.0f) > 90) { rotate(rotateInfo, 90 - rotateDegree); rotateDegree = 0; isRotate = false; return; } rotateDegree += 3.0f; rotate(rotateInfo, 3.0f); return; } if (Input.GetMouseButtonDown(0)) { pickedNodes = null; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 100)) { pickedNodes = hit.collider.gameObject; vecs = hit.point; } if (pickedNodes != null) { for (int i = 0; i < 27; i++) { if (pickedNodes.name == cubes[i].name) { vecms = matx[i].transform.position; Debug.Log(pickedNodes.name); } } } } if (Input.GetMouseButton(0)) { if (!done) { pickedNodee = null; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 100)) { pickedNodee = hit.collider.gameObject; vece = hit.point; } if (pickedNodes != null) { if (pickedNodee != null) { for (int i = 0; i < 27; i++) { if (pickedNodee.name == cubes[i].name) { vecme = matx[i].transform.position; } } } rotateInfo = rotationinfo(); if (rotateInfo.axis != "") { done = true; isRotate = true; } } } } Rotate(); Scale(); } RotateInfo rotationinfo() { RotateInfo rotateInfo = new RotateInfo(); string axis = ""; float dir = 0.0f; float a = 0.0f; if ((Mathf.Abs(vecme.x - vecms.x) >= 0.01) || (Mathf.Abs(vecme.y - vecms.y) >= 0.01) || (Mathf.Abs(vecme.z - vecms.z) >= 0.01)) { if ((Mathf.Abs(vecme.x - vecms.x) < 0.01) && (Mathf.Abs(vecme.y - vecms.y) < 0.01)) { if ((Mathf.Abs(Mathf.Abs(vece.x) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vecs.x) - 3.0f) < 0.01)) { axis = "y"; a = vecme.y / 100; float temp = (vece.z - vecs.z) * vece.x; dir = (-1) * temp / Mathf.Abs(temp); } else if ((Mathf.Abs(Mathf.Abs(vece.y) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vecs.y) - 3.0f) < 0.01)) { axis = "x"; a = vecme.x / 100; float temp = (vece.z - vecs.z) * vece.y; dir = temp / Mathf.Abs(temp); } } else if ((Mathf.Abs(vecme.x - vecms.x) < 0.01) && (Mathf.Abs(vecme.z - vecms.z) < 0.01)) { if ((Mathf.Abs(Mathf.Abs(vece.x) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vecs.x) - 3.0f) < 0.01)) { axis = "z"; a = vecme.z / 100; float temp = (vece.y - vecs.y) * vece.x; dir = temp / Mathf.Abs(temp); } else if ((Mathf.Abs(Mathf.Abs(vece.z) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vecs.z) - 3.0f) < 0.01)) { axis = "x"; a = vecme.x / 100; float temp = (vece.y - vecs.y) * vece.z; dir = (-1) * temp / Mathf.Abs(temp); } } else if ((Mathf.Abs(vecme.y - vecms.y) < 0.01) && (Mathf.Abs(vecme.z - vecms.z) < 0.01)) { if ((Mathf.Abs(Mathf.Abs(vece.y) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vecs.y) - 3.0f) < 0.01)) { axis = "z"; a = vecme.z / 100; float temp = (vece.x - vecs.x) * vece.y; dir = (-1) * temp / Mathf.Abs(temp); } else if ((Mathf.Abs(Mathf.Abs(vece.z) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vecs.z) - 3.0f) < 0.01)) { axis = "y"; a = vecme.y / 100; float temp = (vece.x - vecs.x) * vece.z; dir = temp / Mathf.Abs(temp); } } } else if ((Mathf.Abs(vecme.x - vecms.x) < 0.01) && (Mathf.Abs(vecme.y - vecms.y) < 0.01) && (Mathf.Abs(vecme.z - vecms.z) < 0.01)) { if (((Mathf.Abs(Mathf.Abs(vecs.x) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vece.y) - 3.0f) < 0.01)) || ((Mathf.Abs(Mathf.Abs(vecs.y) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vece.x) - 3.0f) < 0.01))) { if ((Mathf.Abs(vece.y - vecs.y) > 0.1) && (Mathf.Abs(vece.x - vecs.x) > 0.1)) { axis = "z"; a = vecme.z / 100; float temp = vecs.x * vece.y * (Mathf.Abs(vece.y) - Mathf.Abs(vecs.y)); dir = temp / Mathf.Abs(temp); } } else if (((Mathf.Abs(Mathf.Abs(vecs.x) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vece.z) - 3.0f) < 0.01)) || ((Mathf.Abs(Mathf.Abs(vecs.z) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vece.x) - 3.0f) < 0.01))) { if ((Mathf.Abs(vece.z - vecs.z) > 0.1) && (Mathf.Abs(vece.x - vecs.x) > 0.1)) { axis = "y"; a = vecme.y / 100; float temp = vecs.z * vece.x * (Mathf.Abs(vece.x) - Mathf.Abs(vecs.x)); dir = temp / Mathf.Abs(temp); } } else if (((Mathf.Abs(Mathf.Abs(vecs.z) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vece.y) - 3.0f) < 0.01)) || ((Mathf.Abs(Mathf.Abs(vecs.y) - 3.0f) < 0.01) && (Mathf.Abs(Mathf.Abs(vece.z) - 3.0f) < 0.01))) { if ((Mathf.Abs(vece.z - vecs.z) > 0.1) && (Mathf.Abs(vece.y - vecs.y) > 0.1)) { axis = "x"; a = vecme.x / 100; float temp = vecs.y * vece.z * (Mathf.Abs(vece.z) - Mathf.Abs(vecs.z)); dir = temp / Mathf.Abs(temp); } } } if (pickedNodee == null) { if (Mathf.Abs(Mathf.Abs(vecs.x) - 3.0f) < 0.01) { axis = (Mathf.Abs(vece.y) >= Mathf.Abs(vece.z)) ? "z" : "y"; string tempos = Mathf.Abs(vece.y) >= Mathf.Abs(vece.z) ? "y" : "z"; if (axis == "z") { a = vecms.z / 100; } else { a = vecms.y / 100; } float temp; if (axis == "z") { if (tempos == "y") { temp = vecs.x * vece.y; } else { temp = vecs.x * vece.z; } } else { if (tempos == "y") { temp = (-1) * vecs.x * vece.y; } else { temp = (-1) * vecs.x * vece.z; } } dir = temp / Mathf.Abs(temp); } else if (Mathf.Abs(Mathf.Abs(vecs.y) - 3.0f) < 0.01) { axis = (Mathf.Abs(vece.x) >= Mathf.Abs(vece.z)) ? "z" : "x"; string tempos = Mathf.Abs(vece.x) >= Mathf.Abs(vece.z) ? "x" : "z"; if (axis == "z") { a = vecms.z / 100; } else { a = vecms.x / 100; } float temp; if (axis == "x") { if (tempos == "x") { temp = vecs.y * vece.x; } else { temp = vecs.y * vece.z; } } else { if (tempos == "x") { temp = (-1) * vecs.y * vece.x; } else { temp = (-1) * vecs.y * vece.z; } } dir = temp / Mathf.Abs(temp); } else if (Mathf.Abs(Mathf.Abs(vecs.z) - 3.0f) < 0.01) { axis = (Mathf.Abs(vece.y) >= Mathf.Abs(vece.x)) ? "x" : "y"; string tempos = Mathf.Abs(vece.y) >= Mathf.Abs(vece.x) ? "y" : "x"; if (axis == "x") { a = vecms.x / 100; } else { a = vecms.y / 100; } float temp; if (axis == "y") { if (tempos == "x") { temp = vecs.z * vece.x; } else { temp = vecs.z * vece.y; } } else { if (tempos == "x") { temp = (-1) * vecs.z * vece.x; } else { temp = (-1) * vecs.z * vece.y; } } dir = temp / Mathf.Abs(temp); } } rotateInfo.axis = axis; rotateInfo.dir = dir; rotateInfo.a = a; return rotateInfo; } void rotate(RotateInfo rotateInfo, float degree) { if (rotateInfo.axis != "") { if (rotateInfo.axis == "x") { for (int i = 0; i < 27; i++) { if (Mathf.Abs(matx[i].transform.localPosition.x - 100 * rotateInfo.a) < 1) { matx[i].RotateAround(cubeParent.transform.localPosition, Vector3.right * rotateInfo.dir, degree); } } } else if (rotateInfo.axis == "y") { for (int i = 0; i < 27; i++) { if (Mathf.Abs(matx[i].transform.localPosition.y - 100 * rotateInfo.a) < 1) { matx[i].RotateAround(cubeParent.transform.localPosition, Vector3.up * rotateInfo.dir, degree); } } } else if (rotateInfo.axis == "z") { for (int i = 0; i < 27; i++) { if (Mathf.Abs(matx[i].transform.localPosition.z - 100 * rotateInfo.a) < 1) { matx[i].RotateAround(cubeParent.transform.localPosition, Vector3.forward * rotateInfo.dir, degree); } } } } } private void Scale() { float dis = offset.magnitude; dis += Input.GetAxis("Mouse ScrollWheel") * (-5); if (dis < 10 || dis > 40) { return; } offset = offset.normalized * dis; camera.transform.position = cubeParent.transform.position + offset; } private void Rotate() { if (Input.GetMouseButton(1)) { camera.transform.RotateAround(cubeParent.transform.position, Vector3.up, Input.GetAxis("Mouse X") * 10); camera.transform.RotateAround(cubeParent.transform.position, Vector3.left, Input.GetAxis("Mouse Y") * 10); offset = camera.transform.position - cubeParent.transform.position; } } }
[此贴子已经被作者于2019-5-19 17:41编辑过]