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camera orbit on mouse drag
Hi, I have this script from the wiki, when i drag my mouse it rotates the camera around my player character but when i release my mouse the camera stays where i left it. I wan't it to snap back to it's start position.
var target : Transform; var distance = 5.0; var xSpeed = 125.0; var ySpeed = 50.0;
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; }
function LateUpdate () { if (target) { x += Input.GetAxis("Mouse X") xSpeed distance* 0.02; y -= Input.GetAxis("Mouse Y") ySpeed 0.02; var rotation = Quaternion.Euler(y, x, 0); var position = rotation * Vector3(0.0, 0.0, -distance) + target.position; transform.rotation = rotation; transform.position = position; } }
I think the last position is stored cause when i click the screen again, my camera jumps back to it's last position when i was draggin my mouse over the screen. Any help would be appreciated.
Answer by robhuhn · Jan 19, 2012 at 11:34 AM
Hi used that script MouseOrbitImproved (Thanks to Veli V) and modified it to get a smooth rotation on drag.
Here is the code:
using UnityEngine;
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
public class DragMouseOrbit : 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;
public float smoothTime = 2f;
float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(0))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
}
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
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;
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}
}
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);
}
}
@robhuhn you have proved to be a life saver AND THAN$$anonymous$$S TO EVERYONE ELSE ,WHOEVER HAS HELPED
Answer by skovacs1 · Aug 27, 2010 at 03:30 AM
This script should have nothing to do with your mouse button being held down if I read it correctly. Is there maybe another script that you have at work here that is based on the mouse button? Here's what your script does:
var target : Transform; //What to rotate around var distance = 5.0; //How far away to orbit var xSpeed = 125.0; //X sensitivity var ySpeed = 50.0; //Y sensitivity
private var x = 0.0; //Angle of the y rotation? private var y = 0.0; //Angle of the x rotation?
@script AddComponentMenu("Scripts/Mouse Orbit") //Add to menu
function Start() {Run this once at the start //Initialize the angles var angles = transform.eulerAngles; x = angles.y; y = angles.x; }
function LateUpdate() { //Every frame, do this as late as you can if (target) {//There's a target //Change the angles by the mouse movement x += Input.GetAxis("Mouse X") xSpeed 0.02; y -= Input.GetAxis("Mouse Y") ySpeed 0.02;
//Rotate the camera to those angles
var rotation = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;
//Move the camera to look at the target
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.position = position;
}
}
If you want it happen while the mouse is held down, you could add Input.GetMouseButton(0) or GetButton("Fire") (or whatever you have setup in your Input manager for the mouse button) to the if statement. As it was posted, the script doesn't care about the mouse button.
If you want it to return to the start position on mouse release, you will need to store the start angles and move to them. You will also likely want to smooth it nicely.
Doing all that, you can get a pretty good result like this, but it could possibly use some optimization and tuning:
var target : Transform; //What to rotate around var distance : float = 5.0; //How far away to orbit var xSpeed : float = 125.0; //X sensitivity var ySpeed : float = 50.0; //Y sensitivity
var resetTime : float = 1.0; //How long to take to reset
private var startX : float = 0.0; //Start y rotation private var startY : float = 0.0; //Start x rotation
private var x : float = 0.0; //Y rotation private var y : float = 0.0; //X rotation
private var endX : float = 0.0; //Where to reset x from private var endY : float = 0.0; //Where to reset y from
private var rotation : Quaternion; //Current orientation
private var resetting : boolean = false; //resetting? private var resetTimer : float = 0.0; //How long we've been resetting
@script AddComponentMenu("Camera-Control/Mouse Orbit and reset") //Add to menu
function LateUpdate() { //Every frame, do this as late as you can if (target) {//There's a target if(!resetting && Input.GetMouseButtonUp(0)) { //Released mouse button resetting = true; endX = x; endY = y; resetTimer = 0.0; //Reset the reset timer }
if(!resetting) {
if (Input.GetMouseButtonDown(0)) { //Pushed mouse button
//Initialize the angles
var angles = transform.eulerAngles;
x = angles.y;
startX = x;
y = angles.x;
startY = y;
} //first time the button down
if(Input.GetMouseButton(0)) { //Mouse button is down
//Change the angles by the mouse movement
x += Input.GetAxis("Mouse X") * xSpeed * distance* 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
Reorient();
} //button held down
} //Camera moving
else { //Reset
resetTimer += Time.deltaTime; //add to the timer;
var amountReset = resetTimer / resetTime; //How far we are
x = Mathf.LerpAngle(endX, startX, amountReset); //Smooth angles
y = Mathf.LerpAngle(endY, startY, amountReset); //Smooth angles
Reorient();
if(resetTimer >= resetTime) resetting = false;
} //Reset
} //There's a target
} //LateUpdate
function Reorient() { //orient yourself //Rotate the camera to those angles rotation = Quaternion.Euler(y, x, 0); transform.rotation = rotation;
//Move the camera to look at the target
transform.position = rotation * Vector3(0.0, 0.0, -distance)
+ target.position;
}
EDIT 09/27:
As Joaquin brings up, you may want to maintain the original position and orientation relative to the target as when you start the orbit. The following will do this because it does not derive orientation from the initial euler angles, but from the current relative orientation, but it will not force the camera to look at the target:
var target : Transform; //What to rotate around var xSpeed : float = 125.0; //X sensitivity var ySpeed : float = 50.0; //Y sensitivity
var resetTime : float = 1.0; //How long to take to reset
private var startDirection : Vector3 = Vector3.zero; //How far away to orbit
private var x : float = 0.0; //Y rotation private var y : float = 0.0; //X rotation
private var endX : float = 0.0; //Where to reset x from private var endY : float = 0.0; //Where to reset y from
private var startRotation : Quaternion; //Start orientation private var rotation : Quaternion; //Current orientation
private var resetting : boolean = false; //resetting? private var resetTimer : float = 0.0; //How long we've been resetting
@script AddComponentMenu("Camera-Control/Mouse Orbit and reset") //Add to menu
function LateUpdate() { //Every frame, do this as late as you can if (target) {//There's a target if(!resetting && Input.GetMouseButtonUp(0)) { //Released mouse button resetting = true; endX = x; endY = y; resetTimer = 0.0; //Reset the reset timer }
if(!resetting) {
if (Input.GetMouseButtonDown(0)) { //Pushed mouse button
//Initialize
startDirection = (transform.position - target.position);
startRotation = transform.rotation;
x = 0.0;
y = 0.0;
} //first time the button down
if(Input.GetMouseButton(0)) { //Mouse button is down
//Change the angles by the mouse movement
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
Reorient();
} //button held down
} //Camera moving
else { //Reset
resetTimer += Time.deltaTime; //add to the timer;
var amountReset = resetTimer / resetTime; //How far we are
x = Mathf.LerpAngle(endX, 0.0, amountReset); //Smooth angles
y = Mathf.LerpAngle(endY, 0.0, amountReset); //Smooth angles
Reorient();
if(resetTimer >= resetTime) resetting = false;
} //Reset
} //There's a target
} //LateUpdate
function Reorient() { //orient yourself //Get the orientation and reorient rotation = Quaternion.Euler(y, x, 0); transform.rotation = rotation * startRotation;
//Move the camera to that orientation
transform.position = rotation * startDirection + target.position;
}
To make the camera immediately and explicitly look at the target in the above code, you could make a change something like:
//in the getMouseButtonDown, replace the startRotation assignment with
//Rotate to look at the target
startRotation = Quaternion.FromToRotation(transform.forward,
target.position - transform.position) * transform.rotation;
or to do it more gradually, you could add a timer as was done for resetting the view with the following changed:
//script global, add var lookAdjustTime : float = 1.0; //How long to take to look at the target private var lookAdjust : Quaternion; //A start rotation that looks at the target private var lookAdjustTimer : float = 0.0; //How long we've been rotating the look private var adjustedStartRotation : Quaternion; //The new start rotation to orient to
//in the getMouseButtonDown, add //Get a start rotation that looks at the target lookAdjust = Quaternion.FromToRotation(transform.forward, target.position - transform.position) * startRotation; lookAdjustTimer = 0.0;
//Replace Reorient with this function Reorient() { //orient yourself //Get the orientation and reorient rotation = Quaternion.Euler(y, x, 0); adjustedStartRotation = lookAdjust; if(lookAdjustTimer < lookAdjustTime) { adjustedStartRotation = Quaternion.Slerp(startRotation, lookAdjust, lookAdjustTimer / lookAdjustTime); lookAdjustTimer += Time.deltaTime; } transform.rotation = rotation * adjustedStartRotation;
//Move the camera to that orientation
transform.position = rotation * startDirection + target.position;
}
awesome, this looks like what i need although it's not working. I did some troubleshooting and my mousebutton and mousedown arent detected. only the mouseup gets detected for some reason. And yes, my script got actived when the mouse button was down only. i was switching between the smoothfollow and this script.
when i change the default value of resetting to false it works but the reorientation sequence doesn't stop. so i can't use the mouse anymore as long as thats running. how do i handle that ?
i also noticed that it's not like the smoothfollow script so i will need to change that also. make it Lerp to the targets transform and rotation.
The default value was wrong - leftovers from when I started writing the script. The reason it wouldn't stop resetting was that I had forgotten to re-add the boolean reset after I moved to code out to the reorient function.
The code is modeled after that posted in the question. The script should follow the target, but will not re-orient to the direction that the target turns. This can be done several ways - you could orient on the target's forward axis 'transform.position = rotation target.forward -distance + target.position;', or use rotateAround or LookAt in s$$anonymous$$d if you like. These wouldn't be smoothed. If you add 'else {//smoothfollow}' after the check for the button being held, inserting the smoothfollow code as appropriate, it should offer the desired behaviour. You will need to make adjustments though.
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