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Applying lerp to MouseOrbit
I'm trying to add lerp to the MouseOrbit script that is shipped with Unity. I want to make it so when the mouse button is released the camera progressively returns to a stand still rather than just stopping as soon as the mouse button is released. So far I have managed to make the Speed value lerp as I can see it return to 0 over the given time in the inspector but there is no visible effect in game. I'm assuming there is a conflict between the Speed, Lerp and how the x/y values are mapped to the mouse axis.
Here is my code;
var target : Transform;
var distance = 10.0;
var lerpSpeed = 5.0;
var Speed = 250.0;
//var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
private var avgSpeed = new Vector3();
private var dragging = false;
@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 Update(){
if(Input.GetButton ("Fire1"))dragging = true;
if(!dragging){
var i = Time.deltaTime * lerpSpeed;
Speed = Mathf.Lerp(Speed, 0, i);
}
}
function LateUpdate () {
if (target&&Input.GetButton ("Fire1")&&dragging){
Speed = 250.00;
x += Input.GetAxis("Mouse X") * Speed * 0.02;
y -= Input.GetAxis("Mouse Y") * Speed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}else{
dragging = false;
}
}
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);
}
Any help is greatly appreciated.
Answer by deadshot · Oct 22, 2014 at 06:22 AM
using UnityEngine; using UnityEngine; using System.Collections;
//[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")] public class rotateonmouse : 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(1))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * 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;
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);
}
}
this should do it
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