I'm trying to figure out how to create an accurate pinch zoom for my camera in Unity3D/C#. It must be based on the physical points on the terrain. The image below illustrates the effect I want to achieve.
The Camera is a child of a null which scales (between 0,1 and 1) to "zoom" as not to mess with the perspective of the camera.
So what I've come up with so far is that each finger must use a raycast to get the A & B points as well as the current scale of the camera parent.
EG: A (10,0,2), B (14,0,4), S (0.8,0.8,0.8) >> A (10,0,2), B (14,0,4), S (0.3,0.3,0.3)
The positions of the fingers will change but the hit.point values should remain the same by changing the scale.
BONUS: As a bonus, it would be great to have the camera zoom into a point between the fingers, not just the center.
Thanks so much for any help or reference.
EDIT: I've come up with this below so far but it's not accurate the way I want. It incorporates some of the ideas I had above and I think that the problem is that it shouldn't be /1000 but an equation including the current scale somehow.
if (Input.touchCount == 2) {
if (!CamZoom) {
CamZoom = true;
var rayA = Camera.main.ScreenPointToRay (Input.GetTouch (0).position);
var rayB = Camera.main.ScreenPointToRay (Input.GetTouch (1).position);
int layerMask = (1 << 8);
if (Physics.Raycast (rayA, out hit, 1500, layerMask)) {
PrevA = new Vector3 (hit.point.x, 0, hit.point.z);
Debug.Log ("PrevA: " + PrevA);
}
if (Physics.Raycast (rayB, out hit, 1500, layerMask)) {
PrevB = new Vector3 (hit.point.x, 0, hit.point.z);
Debug.Log ("PrevB: " + PrevB);
}
PrevDis = Vector3.Distance (PrevB, PrevA);
Debug.Log ("PrevDis: " + PrevDis);
PrevScaleV = new Vector3 (PrevScale, PrevScale, PrevScale);
PrevScale = this.transform.localScale.x;
Debug.Log ("PrevScale: " + PrevScale);
}
if (CamZoom) {
var rayA = Camera.main.ScreenPointToRay (Input.GetTouch (0).position);
var rayB = Camera.main.ScreenPointToRay (Input.GetTouch (1).position);
int layerMask = (1 << 8);
if (Physics.Raycast (rayA, out hit, 1500, layerMask)) {
NewA = new Vector3 (hit.point.x, 0, hit.point.z);
}
if (Physics.Raycast (rayB, out hit, 1500, layerMask)) {
NewB = new Vector3 (hit.point.x, 0, hit.point.z);
}
DeltaDis = PrevDis - (Vector3.Distance (NewB, NewA));
Debug.Log ("Delta: " + DeltaDis);
NewScale = PrevScale + (DeltaDis / 1000);
Debug.Log ("NewScale: " + NewScale);
NewScaleV = new Vector3 (NewScale, NewScale, NewScale);
this.transform.localScale = Vector3.Lerp(PrevScaleV,NewScaleV,Time.deltaTime);
PrevScaleV = NewScaleV;
CamAngle();
}
}