2025-05-09 15:40:34 +08:00

81 lines
3.4 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using UnityEngine;
namespace Animancer.Samples.InverseKinematics
{
/// <summary>Allows the user to drag any object with a collider around on screen with the mouse.</summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/ik/puppet">
/// Puppet</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.InverseKinematics/MouseDrag
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Inverse Kinematics - Mouse Drag")]
[AnimancerHelpUrl(typeof(MouseDrag))]
public class MouseDrag : MonoBehaviour
{
/************************************************************************************************************************/
#if UNITY_PHYSICS_3D
/************************************************************************************************************************/
private Transform _Dragging;
private float _Distance;
/************************************************************************************************************************/
protected virtual void Update()
{
// On click, do a raycast from the mouse, grab whatever it hits, and calculate how far away it is.
if (SampleInput.LeftMouseDown)
{
Ray ray = Camera.main.ScreenPointToRay(SampleInput.MousePosition);
if (Physics.Raycast(ray, out RaycastHit hit) && hit.rigidbody != null)
{
_Dragging = hit.transform;
Transform cameraTransform = Camera.main.transform;
_Distance = Vector3.Dot(_Dragging.position - cameraTransform.position, cameraTransform.forward);
}
return;
}
// While holding the button, move the object in line with the mouse ray.
else if (_Dragging != null && SampleInput.LeftMouseHold)
{
Ray ray = Camera.main.ScreenPointToRay(SampleInput.MousePosition);
Transform cameraTransform = Camera.main.transform;
Vector3 forward = cameraTransform.forward;
float dot = Vector3.Dot(ray.direction, forward);
if (dot > 0)
{
Vector3 planeCenter = cameraTransform.position + forward * _Distance;
Vector3 intersection = ray.origin + ray.direction * Vector3.Dot(planeCenter - ray.origin, forward) / dot;
_Dragging.position = intersection;
return;
}
}
_Dragging = null;
}
/************************************************************************************************************************/
#else
/************************************************************************************************************************/
protected virtual void Awake()
{
SampleReadMe.LogMissingPhysics3DModuleError(this);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}