117 lines
4.5 KiB
C#
117 lines
4.5 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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using Animancer.Units;
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using UnityEngine;
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namespace Animancer.Samples
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{
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/// <summary>Simple mouse controls for orbiting the camera around a focal point.</summary>
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/// <remarks>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/samples/basics/scene-setup#orbit-controls">
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/// Orbit Controls</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples/OrbitControls
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Orbit Controls")]
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[AnimancerHelpUrl(typeof(OrbitControls))]
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[ExecuteAlways]
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public class OrbitControls : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private Transform _LookAt;
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[SerializeField] private Vector3 _FocalPoint = new(0, 1, 0);
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[SerializeField] private Vector3 _Sensitivity = new(1, -0.75f, -0.1f);
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[SerializeField, Meters] private float _MinZoom = 0.5f;
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[SerializeField, Seconds] private float _ZoomSmoothTime = 0.2f;
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private float _Distance;
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private float _TargetDistance;
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private float _ZoomSpeed;
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/************************************************************************************************************************/
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private Vector3 TargetPosition
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=> _LookAt != null
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? _LookAt.TransformPoint(_FocalPoint)
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: _FocalPoint;
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/************************************************************************************************************************/
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protected virtual void OnEnable()
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{
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Vector3 targetPosition = TargetPosition;
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_Distance = _TargetDistance = Vector3.Distance(targetPosition, transform.position);
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transform.LookAt(targetPosition);
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}
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/************************************************************************************************************************/
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protected virtual void Update()
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{
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlaying)
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{
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transform.LookAt(TargetPosition);
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return;
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}
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#endif
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if (SampleInput.RightMouseHold)
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{
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Vector2 movement = SampleInput.MousePositionDelta;
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if (!movement.Equals(Vector2.zero))
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{
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Vector3 euler = transform.localEulerAngles;
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euler.y += movement.x * _Sensitivity.x;
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euler.x += movement.y * _Sensitivity.y;
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if (euler.x > 180)
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euler.x -= 360;
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euler.x = Mathf.Clamp(euler.x, -80, 80);
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transform.localEulerAngles = euler;
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}
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}
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// Scroll to zoom if the mouse is currently inside the game window.
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float zoom = SampleInput.MouseScrollDelta.y * _Sensitivity.z;
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Vector2 mousePosition = SampleInput.MousePosition;
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if (zoom != 0 &&
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mousePosition.x >= 0 && mousePosition.x <= Screen.width &&
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mousePosition.y >= 0 && mousePosition.y <= Screen.height)
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{
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if (zoom > 0)
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_TargetDistance *= 1 + zoom;
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else
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_TargetDistance /= 1 - zoom;
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if (_TargetDistance < _MinZoom)
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_TargetDistance = _MinZoom;
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}
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// Always update position even with no input in case the target is moving.
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UpdatePosition();
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}
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/************************************************************************************************************************/
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private void UpdatePosition()
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{
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_Distance = Mathf.SmoothDamp(_Distance, _TargetDistance, ref _ZoomSpeed, _ZoomSmoothTime);
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transform.position = TargetPosition - transform.forward * _Distance;
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}
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/************************************************************************************************************************/
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protected virtual void OnDrawGizmosSelected()
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{
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Gizmos.color = new(0.5f, 1, 0.5f, 1);
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Gizmos.DrawLine(transform.position, TargetPosition);
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}
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/************************************************************************************************************************/
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}
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}
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