dwelling act 4 (live motion cap w/ kinect azure)
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1 year ago
using UnityEngine;
using System.Collections;
namespace com.rfilkov.components
{
public class MouseCameraOrbit : MonoBehaviour
{
public Vector3 centerPos;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
float x = 0.0f;
float y = 0.0f;
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
//public void SetTransformRotation(Quaternion transformRot)
//{
// transform.rotation = transformRot;
// Vector3 angles = transformRot.eulerAngles;
// x = angles.y;
// y = angles.x;
//}
void LateUpdate()
{
// check for Alt + mouse button
if (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt)))
{
x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
//distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
//RaycastHit hit;
//if (Physics.Linecast(centerPos, transform.position, out hit))
//{
// distance -= hit.distance;
//}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + centerPos;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
}