659 lines
19 KiB
C#
659 lines
19 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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using Lean.Common;
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namespace Lean.Touch
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{
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/// <summary>This class calculates gesture information (e.g. pinch) based on all fingers touching the screen, or a specified list of fingers.
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/// NOTE: This isn't a component, so it can only be used directly from C#. Many example components make use of this class so you don't have to use code though.</summary>
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public static class LeanGesture
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{
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/// <summary>Gets the average ScreenPosition of all.</summary>
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public static Vector2 GetScreenCenter()
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{
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return GetScreenCenter(LeanTouch.Fingers);
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}
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/// <summary>Gets the average ScreenPosition of the specified fingers.</summary>
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public static Vector2 GetScreenCenter(List<LeanFinger> fingers)
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{
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var center = default(Vector2); TryGetScreenCenter(fingers, ref center); return center;
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}
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/// <summary>Gets the average ScreenPosition of the specified fingers, if at least one exists.</summary>
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public static bool TryGetScreenCenter(List<LeanFinger> fingers, ref Vector2 center)
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{
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if (fingers != null)
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{
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var total = Vector2.zero;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.ScreenPosition;
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count += 1;
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}
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}
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if (count > 0)
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{
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center = total / count; return true;
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}
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}
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return false;
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}
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/// <summary>Gets the last average ScreenPosition of all fingers.</summary>
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public static Vector2 GetLastScreenCenter()
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{
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return GetLastScreenCenter(LeanTouch.Fingers);
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}
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/// <summary>Gets the last average ScreenPosition of the specified fingers.</summary>
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public static Vector2 GetLastScreenCenter(List<LeanFinger> fingers)
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{
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var center = default(Vector2); TryGetLastScreenCenter(fingers, ref center); return center;
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}
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/// <summary>Gets the last average ScreenPosition of the specified fingers, if at least one exists.</summary>
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public static bool TryGetLastScreenCenter(List<LeanFinger> fingers, ref Vector2 center)
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{
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if (fingers != null)
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{
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var total = Vector2.zero;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.LastScreenPosition;
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count += 1;
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}
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}
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if (count > 0)
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{
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center = total / count; return true;
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}
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}
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return false;
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}
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/// <summary>Gets the start average ScreenPosition of all fingers.</summary>
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public static Vector2 GetStartScreenCenter()
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{
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return GetStartScreenCenter(LeanTouch.Fingers);
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}
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/// <summary>Gets the start average ScreenPosition of the specified fingers.</summary>
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public static Vector2 GetStartScreenCenter(List<LeanFinger> fingers)
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{
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var center = default(Vector2); TryGetStartScreenCenter(fingers, ref center); return center;
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}
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/// <summary>Gets the start average ScreenPosition of the specified fingers, if at least one exists.</summary>
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public static bool TryGetStartScreenCenter(List<LeanFinger> fingers, ref Vector2 center)
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{
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if (fingers != null)
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{
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var total = Vector2.zero;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.StartScreenPosition;
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count += 1;
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}
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}
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if (count > 0)
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{
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center = total / count; return true;
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}
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}
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return false;
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}
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/// <summary>Gets the average ScreenDelta of all fingers.</summary>
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public static Vector2 GetScreenDelta()
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{
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return GetScreenDelta(LeanTouch.Fingers);
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}
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/// <summary>Gets the average ScreenDelta of the specified fingers.</summary>
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public static Vector2 GetScreenDelta(List<LeanFinger> fingers)
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{
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var delta = default(Vector2); TryGetScreenDelta(fingers, ref delta); return delta;
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}
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/// <summary>Gets the average ScreenDelta of the specified fingers, if at least one exists.</summary>
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public static bool TryGetScreenDelta(List<LeanFinger> fingers, ref Vector2 delta)
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{
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if (fingers != null)
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{
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var total = Vector2.zero;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.ScreenDelta;
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count += 1;
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}
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}
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if (count > 0)
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{
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delta = total / count; return true;
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}
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}
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return false;
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}
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/// <summary>This returns a resolution-independent 'GetScreenDelta' value.</summary>
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public static Vector2 GetScaledDelta()
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{
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return GetScreenDelta() * LeanTouch.ScalingFactor;
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}
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/// <summary>This returns a resolution-independent 'GetScreenDelta' value.</summary>
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public static Vector2 GetScaledDelta(List<LeanFinger> fingers)
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{
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return GetScreenDelta(fingers) * LeanTouch.ScalingFactor;
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}
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/// <summary>This returns a resolution-independent 'TryGetScreenDelta' value.</summary>
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public static bool TryGetScaledDelta(List<LeanFinger> fingers, ref Vector2 delta)
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{
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if (TryGetScreenDelta(fingers, ref delta) == true)
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{
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delta *= LeanTouch.ScalingFactor; return true;
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}
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return false;
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}
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/// <summary>Gets the average WorldDelta of all fingers.</summary>
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public static Vector3 GetWorldDelta(float distance, Camera camera = null)
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{
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return GetWorldDelta(LeanTouch.Fingers, distance, camera);
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}
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/// <summary>Gets the average WorldDelta of the specified fingers.</summary>
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public static Vector3 GetWorldDelta(List<LeanFinger> fingers, float distance, Camera camera = null)
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{
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var delta = default(Vector3); TryGetWorldDelta(fingers, distance, ref delta, camera); return delta;
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}
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/// <summary>Gets the average WorldDelta of the specified fingers, if at least one exists.</summary>
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public static bool TryGetWorldDelta(List<LeanFinger> fingers, float distance, ref Vector3 delta, Camera camera = null)
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{
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if (fingers != null)
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{
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var total = Vector3.zero;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.GetWorldDelta(distance, camera);
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count += 1;
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}
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}
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if (count > 0)
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{
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delta = total / count; return true;
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}
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}
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return false;
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}
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/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
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public static float GetScreenDistance()
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{
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return GetScreenDistance(LeanTouch.Fingers);
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}
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/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
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public static float GetScreenDistance(List<LeanFinger> fingers)
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{
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var distance = default(float);
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var center = default(Vector2);
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if (TryGetScreenCenter(fingers, ref center) == true)
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{
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TryGetScreenDistance(fingers, center, ref distance);
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}
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return distance;
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}
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/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
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public static float GetScreenDistance(List<LeanFinger> fingers, Vector2 center)
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{
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var distance = default(float); TryGetScreenDistance(fingers, center, ref distance); return distance;
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}
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/// <summary>Gets the average ScreenPosition distance between the fingers.</summary>
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public static bool TryGetScreenDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
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{
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if (fingers != null)
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{
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var total = 0.0f;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.GetScreenDistance(center);
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count += 1;
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}
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}
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if (count > 0)
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{
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distance = total / count; return true;
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}
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}
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return false;
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}
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/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
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public static float GetScaledDistance()
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{
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return GetScreenDistance() * LeanTouch.ScalingFactor;
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}
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/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
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public static float GetScaledDistance(List<LeanFinger> fingers)
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{
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return GetScreenDistance(fingers) * LeanTouch.ScalingFactor;
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}
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/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
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public static float GetScaledDistance(List<LeanFinger> fingers, Vector2 center)
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{
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return GetScreenDistance(fingers, center) * LeanTouch.ScalingFactor;
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}
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/// <summary>Gets the average ScreenPosition distance * LeanTouch.ScalingFactor between the fingers.</summary>
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public static bool TryGetScaledDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
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{
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if (TryGetScreenDistance(fingers, center, ref distance) == true)
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{
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distance *= LeanTouch.ScalingFactor; return true;
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}
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return false;
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}
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/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
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public static float GetLastScreenDistance()
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{
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return GetLastScreenDistance(LeanTouch.Fingers);
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}
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/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
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public static float GetLastScreenDistance(List<LeanFinger> fingers)
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{
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var distance = default(float);
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var center = default(Vector2);
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if (TryGetLastScreenCenter(fingers, ref center) == true)
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{
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TryGetLastScreenDistance(fingers, center, ref distance);
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}
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return distance;
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}
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/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
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public static float GetLastScreenDistance(List<LeanFinger> fingers, Vector2 center)
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{
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var distance = default(float); TryGetLastScreenDistance(fingers, center, ref distance); return distance;
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}
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/// <summary>Gets the last average ScreenPosition distance between all fingers.</summary>
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public static bool TryGetLastScreenDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
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{
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if (fingers != null)
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{
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var total = 0.0f;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.GetLastScreenDistance(center);
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count += 1;
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}
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}
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if (count > 0)
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{
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distance = total / count; return true;
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}
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}
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return false;
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}
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/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
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public static float GetLastScaledDistance()
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{
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return GetLastScreenDistance() * LeanTouch.ScalingFactor;
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}
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/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
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public static float GetLastScaledDistance(List<LeanFinger> fingers)
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{
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return GetLastScreenDistance(fingers) * LeanTouch.ScalingFactor;
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}
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/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
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public static float GetLastScaledDistance(List<LeanFinger> fingers, Vector2 center)
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{
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return GetLastScreenDistance(fingers, center) * LeanTouch.ScalingFactor;
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}
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/// <summary>Gets the last average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
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public static bool TryGetLastScaledDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
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{
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if (TryGetLastScreenDistance(fingers, center, ref distance) == true)
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{
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distance *= LeanTouch.ScalingFactor; return true;
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}
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return false;
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}
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/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
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public static float GetStartScreenDistance()
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{
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return GetStartScreenDistance(LeanTouch.Fingers);
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}
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/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
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public static float GetStartScreenDistance(List<LeanFinger> fingers)
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{
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var distance = default(float);
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var center = default(Vector2);
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if (TryGetStartScreenCenter(fingers, ref center) == true)
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{
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TryGetStartScreenDistance(fingers, center, ref distance);
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}
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return distance;
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}
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/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
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public static float GetStartScreenDistance(List<LeanFinger> fingers, Vector2 center)
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{
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var distance = default(float); TryGetStartScreenDistance(fingers, center, ref distance); return distance;
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}
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/// <summary>Gets the start average ScreenPosition distance between all fingers.</summary>
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public static bool TryGetStartScreenDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
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{
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if (fingers != null)
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{
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var total = 0.0f;
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var count = 0;
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for (var i = fingers.Count - 1; i >= 0; i--)
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{
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var finger = fingers[i];
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if (finger != null)
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{
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total += finger.GetStartScreenDistance(center);
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count += 1;
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}
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}
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if (count > 0)
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{
|
|||
|
distance = total / count; return true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
|
|||
|
public static float GetStartScaledDistance()
|
|||
|
{
|
|||
|
return GetStartScreenDistance() * LeanTouch.ScalingFactor;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
|
|||
|
public static float GetStartScaledDistance(List<LeanFinger> fingers)
|
|||
|
{
|
|||
|
return GetStartScreenDistance(fingers) * LeanTouch.ScalingFactor;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
|
|||
|
public static float GetStartScaledDistance(List<LeanFinger> fingers, Vector2 center)
|
|||
|
{
|
|||
|
return GetStartScreenDistance(fingers, center) * LeanTouch.ScalingFactor;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the start average ScreenPosition distance * LeanTouch.ScalingFactor between all fingers.</summary>
|
|||
|
public static bool TryGetStartScaledDistance(List<LeanFinger> fingers, Vector2 center, ref float distance)
|
|||
|
{
|
|||
|
if (TryGetStartScreenDistance(fingers, center, ref distance) == true)
|
|||
|
{
|
|||
|
distance *= LeanTouch.ScalingFactor; return true;
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the pinch scale of the fingers.</summary>
|
|||
|
public static float GetPinchScale(float wheelSensitivity = 0.0f)
|
|||
|
{
|
|||
|
return GetPinchScale(LeanTouch.Fingers, wheelSensitivity);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the pinch scale of the fingers.</summary>
|
|||
|
public static float GetPinchScale(List<LeanFinger> fingers, float wheelSensitivity = 0.0f)
|
|||
|
{
|
|||
|
var scale = 1.0f;
|
|||
|
var center = GetScreenCenter(fingers);
|
|||
|
var lastCenter = GetLastScreenCenter(fingers);
|
|||
|
|
|||
|
TryGetPinchScale(fingers, center, lastCenter, ref scale, wheelSensitivity);
|
|||
|
|
|||
|
return scale;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the pinch scale of the fingers.</summary>
|
|||
|
public static bool TryGetPinchScale(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float scale, float wheelSensitivity = 0.0f)
|
|||
|
{
|
|||
|
var distance = GetScreenDistance(fingers, center);
|
|||
|
var lastDistance = GetLastScreenDistance(fingers, lastCenter);
|
|||
|
|
|||
|
if (lastDistance > 0.0f)
|
|||
|
{
|
|||
|
scale = distance / lastDistance; return true;
|
|||
|
}
|
|||
|
|
|||
|
if (wheelSensitivity != 0.0f)
|
|||
|
{
|
|||
|
var scroll = LeanInput.GetMouseWheelDelta();
|
|||
|
|
|||
|
if (scroll > 0.0f)
|
|||
|
{
|
|||
|
scale = 1.0f - wheelSensitivity; return true;
|
|||
|
}
|
|||
|
|
|||
|
if (scroll < 0.0f)
|
|||
|
{
|
|||
|
scale = 1.0f + wheelSensitivity; return true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the pinch ratio of the fingers (reciprocal of pinch scale).</summary>
|
|||
|
public static float GetPinchRatio(float wheelSensitivity = 0.0f)
|
|||
|
{
|
|||
|
return GetPinchRatio(LeanTouch.Fingers, wheelSensitivity);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the pinch ratio of the fingers (reciprocal of pinch scale).</summary>
|
|||
|
public static float GetPinchRatio(List<LeanFinger> fingers, float wheelSensitivity = 0.0f)
|
|||
|
{
|
|||
|
var ratio = 1.0f;
|
|||
|
var center = GetScreenCenter(fingers);
|
|||
|
var lastCenter = GetLastScreenCenter(fingers);
|
|||
|
|
|||
|
TryGetPinchRatio(fingers, center, lastCenter, ref ratio, wheelSensitivity);
|
|||
|
|
|||
|
return ratio;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the pinch ratio of the fingers (reciprocal of pinch scale).</summary>
|
|||
|
public static bool TryGetPinchRatio(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float ratio, float wheelSensitivity = 0.0f)
|
|||
|
{
|
|||
|
var distance = GetScreenDistance(fingers, center);
|
|||
|
var lastDistance = GetLastScreenDistance(fingers, lastCenter);
|
|||
|
|
|||
|
if (distance > 0.0f)
|
|||
|
{
|
|||
|
ratio = lastDistance / distance;
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
if (wheelSensitivity != 0.0f)
|
|||
|
{
|
|||
|
var scroll = LeanInput.GetMouseWheelDelta();
|
|||
|
|
|||
|
if (scroll > 0.0f)
|
|||
|
{
|
|||
|
ratio = 1.0f + wheelSensitivity; return true;
|
|||
|
}
|
|||
|
|
|||
|
if (scroll < 0.0f)
|
|||
|
{
|
|||
|
ratio = 1.0f - wheelSensitivity; return true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in degrees.</summary>
|
|||
|
public static float GetTwistDegrees()
|
|||
|
{
|
|||
|
return GetTwistDegrees(LeanTouch.Fingers);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in degrees.</summary>
|
|||
|
public static float GetTwistDegrees(List<LeanFinger> fingers)
|
|||
|
{
|
|||
|
return GetTwistRadians(fingers) * Mathf.Rad2Deg;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in degrees.</summary>
|
|||
|
public static float GetTwistDegrees(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter)
|
|||
|
{
|
|||
|
return GetTwistRadians(fingers, center, lastCenter) * Mathf.Rad2Deg;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in degrees.</summary>
|
|||
|
public static bool TryGetTwistDegrees(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float degrees)
|
|||
|
{
|
|||
|
if (TryGetTwistRadians(fingers, center, lastCenter, ref degrees) == true)
|
|||
|
{
|
|||
|
degrees *= Mathf.Rad2Deg;
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in radians.</summary>
|
|||
|
public static float GetTwistRadians()
|
|||
|
{
|
|||
|
return GetTwistRadians(LeanTouch.Fingers);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in radians.</summary>
|
|||
|
public static float GetTwistRadians(List<LeanFinger> fingers)
|
|||
|
{
|
|||
|
var center = LeanGesture.GetScreenCenter(fingers);
|
|||
|
var lastCenter = LeanGesture.GetLastScreenCenter(fingers);
|
|||
|
|
|||
|
return GetTwistRadians(fingers, center, lastCenter);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in radians.</summary>
|
|||
|
public static float GetTwistRadians(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter)
|
|||
|
{
|
|||
|
var radians = default(float); TryGetTwistRadians(fingers, center, lastCenter, ref radians); return radians;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>Gets the average twist of the fingers in radians.</summary>
|
|||
|
public static bool TryGetTwistRadians(List<LeanFinger> fingers, Vector2 center, Vector2 lastCenter, ref float radians)
|
|||
|
{
|
|||
|
if (fingers != null)
|
|||
|
{
|
|||
|
var total = 0.0f;
|
|||
|
var count = 0;
|
|||
|
|
|||
|
for (var i = fingers.Count - 1; i >= 0; i--)
|
|||
|
{
|
|||
|
var finger = fingers[i];
|
|||
|
|
|||
|
if (finger != null)
|
|||
|
{
|
|||
|
total += finger.GetDeltaRadians(center, lastCenter);
|
|||
|
count += 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (count > 0)
|
|||
|
{
|
|||
|
radians = total / count; return true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|