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