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Question by Walter_Hulsebos · Jul 16, 2017 at 06:43 AM · mousepositionclampinverse

How should I Clamp a Mouseposition to a circle?

So basically I want to be able to move my mouse everywhere BUT the circle

Missing Image

I have tried this:

 public Transform crosshair, ship;
 public float rotationSpeed = 10f, radius = 5f;

 void Start()
 {
     Cursor.visible = false;
 }

 void Update()
 {
     Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

     Vector2 cantTouchThis = ship.position;

     Vector2 direction = mousePosition - cantTouchThis; //direction from Ship to Cursor

     direction = Vector2.ClampMagnitude(direction, radius);

     crosshair.position = cantTouchThis + direction;
 }

Now how would I invert Vector2.ClampMagnitude(direction, radius) ?

cursorlock.png (18.4 kB)
cursorlock.png (18.4 kB)
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Answer by Walter_Hulsebos · Jul 16, 2017 at 07:33 AM

I figured I didn't need to use Vector2.ClampMagnitude so I updated it to this:

     public Transform crosshair, ship;
     public float rotationSpeed = 10f, radius = 1f;
 
     void Start()
     {
         Cursor.visible = false;
     }
 
     void Update()
     {
         Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         Vector2 center = ship.position;
 
         Vector2 direction = mousePosition - center; //direction from Center to Cursor
         Vector2 normalizedDirection = direction.normalized;
 
         crosshair.position = center + (normalizedDirection * radius);
     }

I hope someone else can get something from it, if not. Sorry for the clutter.

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Answer by Bunny83 · Jul 16, 2017 at 10:43 AM

ClampMagnitude ensures that the vector is not longer than the given length. The actual code behind ClampMagnitude is this:

 public static Vector3 ClampMagnitude(Vector3 vector, float maxLength)
 {
     if (vector.sqrMagnitude > maxLength * maxLength)
         return vector.normalized * maxLength;
     return vector;
 }

In order to invert the behaviour you just have to reverse the comparison from > to <

 public static Vector3 ClampMagnitudeMin(Vector3 vector, float minLength)
 {
     if (vector.sqrMagnitude < minLength * minLength)
         return vector.normalized * minLength;
     return vector;
 }
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avatar image Bunny83 · Jul 16, 2017 at 10:44 AM 0
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I just realised you used Vector2, however the concept is still the same. You can replace Vector3 with Vector2

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