MouseOrbitImproved

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Revision as of 17:29, 23 February 2010 by Jhocking (Talk | contribs)

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Author: Veli V

Description

Improved version of the original MouseOrbit script. Zooms with the mousewheel and uses linecast to make sure that object isn't behind anything.

Feel free to improve it further!

Code Javascript

<javascript> var target : Transform; var distance = 10.0;

var xSpeed = 250.0; var ySpeed = 120.0;

var yMinLimit = -20; var yMaxLimit = 80;

var distanceMin = 3; var distanceMax = 15;

private var x = 0.0; private var y = 0.0;


@script AddComponentMenu("Camera-Control/Mouse Orbit")

function Start () {

   var angles = transform.eulerAngles;
   x = angles.y;
   y = angles.x;

// Make the rigid body not change rotation

  	if (rigidbody)

rigidbody.freezeRotation = true; }

function LateUpdate () {

   if (target) {
       x += Input.GetAxis("Mouse X") * xSpeed * distance* 0.02;
       y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

		y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, 0);

distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);

var hit : RaycastHit; if (Physics.Linecast (target.position, transform.position, hit)) { distance -= hit.distance; }

       var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

       transform.rotation = rotation;
       transform.position = position;

}

}


static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); } </javascript>

Code C#

<csharp>

using UnityEngine; using System.Collections;

[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")] public class MouseOrbitImproved : MonoBehaviour {

   public Transform target;
   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;

// Use this for initialization void Start () {

       Vector3 angles = transform.eulerAngles;
       x = angles.y;
       y = angles.x;
       // Make the rigid body not change rotation
       if (rigidbody)
           rigidbody.freezeRotation = true;

}

   void LateUpdate () {
   if (target) {
       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 (target.position, transform.position, out hit)) {
               distance -=  hit.distance;
       }
       Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
       Vector3 position = rotation * negDistance + target.position;

       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);
   }


}

</csharp>

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