projection test for gallery space w/ chair using squeezed & gnomic projection.
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using UnityEngine;
namespace Unity.MLAgentsExamples
{
public class FlyCamera : MonoBehaviour
{
/*
wasd : basic movement
shift : Makes camera accelerate
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
public float mainSpeed = 100.0f; // regular speed
public float shiftAdd = 250.0f; // multiplied by how long shift is held. Basically running
public float maxShift = 1000.0f; // Maximum speed when holdin gshift
public float camSens = 0.25f; // How sensitive it with mouse
public bool rotateOnlyIfMousedown = true;
public bool movementStaysFlat = true;
Vector3
m_LastMouse =
new Vector3(255, 255,
255); // kind of in the middle of the screen, rather than at the top (play)
float m_TotalRun = 1.0f;
void Awake()
{
Debug.Log("FlyCamera Awake() - RESETTING CAMERA POSITION"); // nop?
// nop:
// transform.position.Set(0,8,-32);
// transform.rotation.Set(15,0,0,1);
transform.position = new Vector3(0, 8, -32);
transform.rotation = Quaternion.Euler(25, 0, 0);
}
void Update()
{
if (Input.GetMouseButtonDown(1))
{
m_LastMouse = Input.mousePosition; // $CTK reset when we begin
}
if (!rotateOnlyIfMousedown ||
(rotateOnlyIfMousedown && Input.GetMouseButton(1)))
{
m_LastMouse = Input.mousePosition - m_LastMouse;
m_LastMouse = new Vector3(-m_LastMouse.y * camSens, m_LastMouse.x * camSens, 0);
m_LastMouse = new Vector3(transform.eulerAngles.x + m_LastMouse.x,
transform.eulerAngles.y + m_LastMouse.y, 0);
transform.eulerAngles = m_LastMouse;
m_LastMouse = Input.mousePosition;
// Mouse camera angle done.
}
// Keyboard commands
var p = GetBaseInput();
if (Input.GetKey(KeyCode.LeftShift))
{
m_TotalRun += Time.deltaTime;
p = shiftAdd * m_TotalRun * p;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
}
else
{
m_TotalRun = Mathf.Clamp(m_TotalRun * 0.5f, 1f, 1000f);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
var newPosition = transform.position;
if (Input.GetKey(KeyCode.Space)
|| (movementStaysFlat && !(rotateOnlyIfMousedown && Input.GetMouseButton(1))))
{
// If player wants to move on X and Z axis only
transform.Translate(p);
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
transform.position = newPosition;
}
else
{
transform.Translate(p);
}
}
Vector3 GetBaseInput()
{
// returns the basic values, if it's 0 than it's not active.
var pVelocity = new Vector3();
if (Input.GetKey(KeyCode.W))
{
pVelocity += new Vector3(0, 0, 1);
}
if (Input.GetKey(KeyCode.S))
{
pVelocity += new Vector3(0, 0, -1);
}
if (Input.GetKey(KeyCode.A))
{
pVelocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey(KeyCode.D))
{
pVelocity += new Vector3(1, 0, 0);
}
return pVelocity;
}
}
}