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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
- using UnityEngine;
- namespace Animancer.Samples.InverseKinematics
- {
- /// <summary>Allows the user to drag any object with a collider around on screen with the mouse.</summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/ik/puppet">
- /// Puppet</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.InverseKinematics/MouseDrag
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Inverse Kinematics - Mouse Drag")]
- [AnimancerHelpUrl(typeof(MouseDrag))]
- public class MouseDrag : MonoBehaviour
- {
- /************************************************************************************************************************/
- #if UNITY_PHYSICS_3D
- /************************************************************************************************************************/
- private Transform _Dragging;
- private float _Distance;
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- // On click, do a raycast from the mouse, grab whatever it hits, and calculate how far away it is.
- if (SampleInput.LeftMouseDown)
- {
- Ray ray = Camera.main.ScreenPointToRay(SampleInput.MousePosition);
- if (Physics.Raycast(ray, out RaycastHit hit) && hit.rigidbody != null)
- {
- _Dragging = hit.transform;
- Transform cameraTransform = Camera.main.transform;
- _Distance = Vector3.Dot(_Dragging.position - cameraTransform.position, cameraTransform.forward);
- }
- return;
- }
- // While holding the button, move the object in line with the mouse ray.
- else if (_Dragging != null && SampleInput.LeftMouseHold)
- {
- Ray ray = Camera.main.ScreenPointToRay(SampleInput.MousePosition);
- Transform cameraTransform = Camera.main.transform;
- Vector3 forward = cameraTransform.forward;
- float dot = Vector3.Dot(ray.direction, forward);
- if (dot > 0)
- {
- Vector3 planeCenter = cameraTransform.position + forward * _Distance;
- Vector3 intersection = ray.origin + ray.direction * Vector3.Dot(planeCenter - ray.origin, forward) / dot;
- _Dragging.position = intersection;
- return;
- }
- }
- _Dragging = null;
- }
- /************************************************************************************************************************/
- #else
- /************************************************************************************************************************/
- protected virtual void Awake()
- {
- SampleReadMe.LogMissingPhysics3DModuleError(this);
- }
- /************************************************************************************************************************/
- #endif
- /************************************************************************************************************************/
- }
- }
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