153 lines
5.9 KiB
C#
153 lines
5.9 KiB
C#
// A 3ds max styled orbit/zoom/pan type camera. cobbled together from various sources by dbuchhofer.
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// Content is available under Creative Commons Attribution Share Alike.
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// Filename: maxCamera.cs
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//
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// original: http://www.unifycommunity.com/wiki/index.php?title=MouseOrbitZoom
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//
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// --01-18-2010 - create temporary target, if none supplied at start
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//////// Unluck Software Edit - http://www.chemicalbliss.com
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// --02-28-2013 - changes
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// - Added smooth camera stop
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// - Added smooth idle rotation
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// - Removed middle click behaviour
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// - Renamed file to "SmoothCameraOrbit.cs"
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using UnityEngine;
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using System.Collections;
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[AddComponentMenu("Camera-Control/Smooth Mouse Orbit - Unluck Software")]
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public class SmoothCameraOrbit : MonoBehaviour
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{
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public Transform target;
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public Vector3 targetOffset;
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public float distance = 5.0f;
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public float maxDistance = 20;
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public float minDistance = .6f;
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public float xSpeed = 200.0f;
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public float ySpeed = 200.0f;
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public int yMinLimit = -80;
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public int yMaxLimit = 80;
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public int zoomRate = 40;
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public float panSpeed = 0.3f;
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public float zoomDampening = 5.0f;
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public float autoRotate = 1f;
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public float autoRotateSpeed = 0.1f;
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private float xDeg = 0.0f;
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private float yDeg = 0.0f;
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private float currentDistance;
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private float desiredDistance;
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private Quaternion currentRotation;
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private Quaternion desiredRotation;
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private Quaternion rotation;
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private Vector3 position;
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private float idleTimer = 0.0f;
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private float idleSmooth = 0.0f;
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void Start() { Init(); }
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void OnEnable() { Init(); }
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public void Init()
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{
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//If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
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if (!target)
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{
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GameObject go = new GameObject("Cam Target");
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go.transform.position = transform.position + (transform.forward * distance);
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target = go.transform;
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}
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//distance = Vector3.Distance(transform.position, target.position);
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currentDistance = distance;
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desiredDistance = distance;
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//be sure to grab the current rotations as starting points.
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position = transform.position;
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rotation = transform.rotation;
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currentRotation = transform.rotation;
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desiredRotation = transform.rotation;
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xDeg = Vector3.Angle(Vector3.right, transform.right );
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yDeg = Vector3.Angle(Vector3.up, transform.up );
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position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
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}
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/*
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* Camera logic on LateUpdate to only update after all character movement logic has been handled.
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*/
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void LateUpdate()
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{
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// If Control and Alt and Middle button? ZOOM!
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if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
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{
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desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomRate*0.125f * Mathf.Abs(desiredDistance);
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}
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// If middle mouse and left alt are selected? ORBIT
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else if (Input.GetMouseButton(0) )
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{
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xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
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//Clamp the vertical axis for the orbit
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yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
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// set camera rotation
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desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
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currentRotation = transform.rotation;
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rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening);
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transform.rotation = rotation;
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///////// Reset idle timers
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idleTimer=0;
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idleSmooth=0;
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}else{
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//////// Smooth idle rotation
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idleTimer+=0.02f ;
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if(idleTimer > autoRotate && autoRotate > 0){
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idleSmooth+=(0.02f +idleSmooth)*0.005f;
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idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
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xDeg += xSpeed * Time.deltaTime * idleSmooth * autoRotateSpeed;
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}
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///////// Smooth idle rotation ends
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///////// Smooth exit
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//Clamp the vertical axis for the orbit
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yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
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// set camera rotation
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desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
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currentRotation = transform.rotation;
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rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening*2);
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transform.rotation = rotation;
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///////// Smooth exit ends
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}
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///////// Middle click disabled
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// otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
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// else if (Input.GetMouseButton(2))
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// {
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// grab the rotation of the camera so we can move in a psuedo local XY space
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// target.rotation = transform.rotation;
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// target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
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// target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
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// }
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//Orbit Position
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// affect the desired Zoom distance if we roll the scrollwheel
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desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomRate * Mathf.Abs(desiredDistance);
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//clamp the zoom min/max
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desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
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// For smoothing of the zoom, lerp distance
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currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
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// calculate position based on the new currentDistance
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position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
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transform.position = position;
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}
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private static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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angle += 360;
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if (angle > 360)
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angle -= 360;
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return Mathf.Clamp(angle, min, max);
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}
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} |