unity+mouse+drag

鼠标拖拽物体旋转,有惯性减速效果,通过旋转摄像机为主要思路,代码来源unity3d论坛,代码如下,需要的朋友可以参考。by:yang,qq:715705486

//
//Filename: maxCamera.cs
//
// original: http://www.unifycommunity.com/wiki/index.php?title=MouseOrbitZoom
//
// --01-18-2010 - create temporary target, if none supplied at start
using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera-Control/3dsMax Camera Style")]
public class maxCamera : MonoBehaviour
{
    public Transform target;
    public Vector3 targetOffset;
    public float distance = 5.0f;
    public float maxDistance = 20;
    public float minDistance = .6f;
    public float xSpeed = 200.0f;
    public float ySpeed = 200.0f;
    public int yMinLimit = -80;
    public int yMaxLimit = 80;
    public int zoomRate = 40;
    public float panSpeed = 0.3f;
    public float zoomDampening = 5.0f;
    private float xDeg = 0.0f;
    private float yDeg = 0.0f;
    private float currentDistance;
    private float desiredDistance;
    private Quaternion currentRotation;
    private Quaternion desiredRotation;
    private Quaternion rotation;
    private Vector3 position;
private float isOrbiting = 0;
    void Start() { Init(); }
    void OnEnable() { Init(); }
    public void Init()
    {
        //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
        if (!target)
        {
            GameObject go = new GameObject("Cam Target");
            go.transform.position = transform.position + (transform.forward * distance);
            target = go.transform;
        }
        distance = Vector3.Distance(transform.position, target.position);
        currentDistance = distance;
        desiredDistance = distance;
              
        //be sure to grab the current rotations as starting points.
        position = transform.position;
        rotation = transform.rotation;
        currentRotation = transform.rotation;
        desiredRotation = transform.rotation;
      
        xDeg = Vector3.Angle(Vector3.right, transform.right );
        yDeg = Vector3.Angle(Vector3.up, transform.up );
    }
    /*
     * Camera logic on LateUpdate to only update after all character movement logic has been handled.
     */
    void LateUpdate()
    {
        // ZOOM!
        if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
        {
            desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);
        }
        //ORBIT
        if (Input.GetMouseButton(0) /*&& Input.GetKey(KeyCode.LeftAlt)*/)
        {
   isOrbiting = 1;
  }
  else {
   isOrbiting = 0;
  }
 
   xDeg += Input.GetAxis("Mouse X") * (xSpeed * isOrbiting) * 0.02f;
         yDeg -= Input.GetAxis("Mouse Y") * (ySpeed * isOrbiting) * 0.02f;
 
   //Clamp the vertical axis for the orbit
            yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
            // set camera rotation
            desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
            currentRotation = transform.rotation;
          
            rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
            transform.rotation = rotation;
 
 
 
        /* Remove Pan
  // otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
        else if (Input.GetMouseButton(2))
        {
            //grab the rotation of the camera so we can move in a psuedo local XY space
            target.rotation = transform.rotation;
            target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
            target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
        }
  */
 
 
 
        Update Orbit
 
 
        // affect the desired Zoom distance if we roll the scrollwheel
        desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
        //clamp the zoom min/max
        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
        // For smoothing of the zoom, lerp distance
        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
        // calculate position based on the new currentDistance
        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
        transform.position = position;
    }
    private static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值