#pragma strict
var numberAverages : int = 3;
private var originalRotation : Quaternion;
private var offsetRotation : Quaternion;
// Make sure there are always SphereCollider and Rigidbody
@script RequireComponent (SphereCollider)
@script RequireComponent (Rigidbody)
function Awake () {
numberAverages = Mathf.Clamp (numberAverages, 1, numberAverages);
}
function OnMouseDown () {
var hit : RaycastHit;
var dir : Vector3;
// Stop spinning
GetComponent.<Rigidbody>().angularVelocity = Vector3.zero;
// Record initial variables
if (Physics.Raycast (Camera.main.ScreenPointToRay(Input.mousePosition), hit)) {
originalRotation = transform.rotation;
dir = hit.point - transform.position;
offsetRotation = Quaternion.Inverse (Quaternion.LookRotation (dir));
Spin (dir);
}
}
function Spin (dir : Vector3) {
var hit : RaycastHit;
var privDirList : Array = new Array ();
var currentDir : Vector3;
// Initialize previous direction list
for (var i : int = 0; i < numberAverages; i++) {
privDirList.Add (currentDir);
}
currentDir = dir;
// Make the object rotate with the cursor while we are grabbing it
while (Input.GetButton ("Fire1") && Physics.Raycast (GetComponent.<Camera>().main.ScreenPointToRay(Input.mousePosition), hit)) {
// Remove first element of the array
privDirList.RemoveAt (0);
// Add current direction to the end
privDirList.Add (currentDir);
currentDir = hit.point - transform.position;
transform.rotation = Quaternion.LookRotation (currentDir) * offsetRotation * originalRotation;
yield;
}
// User let go of the mouse so make the object spin on its own
var avgPrevDir : Vector3 = Vector3.zero;
var newPDirList : Vector3[] = privDirList.ToBuiltin(Vector3);
for (dir in newPDirList) {
avgPrevDir += dir;
}
// Keep spinning with the direction when you end touching
avgPrevDir /= numberAverages;
MoveAcceleration (currentDir, avgPrevDir);
}
function MoveAcceleration (r2 : Vector3, r1 : Vector3) {
var linearVelocity : Vector3;
var angVelocity : Vector3;
// Calculate the angular velocity: Omega = r x v / r^2
linearVelocity = (r2 - r1) / Time.deltaTime;
GetComponent.<Rigidbody>().angularVelocity = Vector3.Cross (r2, linearVelocity) / r2.sqrMagnitude;
}
将上面脚本挂在需要拖动的物体上
FR:徐海涛(hunk Xu)
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