229 lines
7.4 KiB
C#
229 lines
7.4 KiB
C#
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using UnityEngine;
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using Lean.Common;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Touch
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{
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/// <summary>This component allows you to transform the current GameObject relative to the specified camera using a twist gesture.</summary>
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[HelpURL(LeanTouch.HelpUrlPrefix + "LeanTwistRotate")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Twist Rotate")]
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public class LeanTwistRotate : MonoBehaviour
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{
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/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
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public LeanFingerFilter Use = new LeanFingerFilter(true);
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/// <summary>The camera we will be used to calculate relative rotations.
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/// None/null = MainCamera.</summary>
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public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera;
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/// <summary>Should the rotation be performed relative to the finger center?</summary>
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public bool Relative { set { relative = value; } get { return relative; } } [FSA("Relative")] [SerializeField] private bool relative;
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/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
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/// -1 = Instantly change.
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/// 1 = Slowly change.
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/// 10 = Quickly change.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = -1.0f;
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[SerializeField]
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private Vector3 remainingTranslation;
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[SerializeField]
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private Quaternion remainingRotation = Quaternion.identity;
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary>
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public void AddFinger(LeanFinger finger)
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{
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Use.AddFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary>
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public void RemoveFinger(LeanFinger finger)
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{
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Use.RemoveFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers.</summary>
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public void RemoveAllFingers()
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{
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Use.RemoveAllFingers();
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}
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#if UNITY_EDITOR
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protected virtual void Reset()
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{
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Use.UpdateRequiredSelectable(gameObject);
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}
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#endif
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protected virtual void Awake()
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{
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Use.UpdateRequiredSelectable(gameObject);
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}
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protected virtual void Update()
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{
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// Store
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var oldPosition = transform.localPosition;
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var oldRotation = transform.localRotation;
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// Get the fingers we want to use
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var fingers = Use.UpdateAndGetFingers();
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// Calculate the rotation values based on these fingers
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var twistDegrees = LeanGesture.GetTwistDegrees(fingers);
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if (twistDegrees != 0.0f)
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{
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if (relative == true)
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{
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var twistScreenCenter = LeanGesture.GetScreenCenter(fingers);
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if (transform is RectTransform)
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{
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TranslateUI(twistDegrees, twistScreenCenter);
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RotateUI(twistDegrees);
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}
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else
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{
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Translate(twistDegrees, twistScreenCenter);
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Rotate(twistDegrees);
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}
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}
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else
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{
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if (transform is RectTransform)
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{
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RotateUI(twistDegrees);
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}
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else
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{
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Rotate(twistDegrees);
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}
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}
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}
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// Increment
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remainingTranslation += transform.localPosition - oldPosition;
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remainingRotation *= Quaternion.Inverse(oldRotation) * transform.localRotation;
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// Get t value
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var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
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// Dampen remainingDelta
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var newRemainingTranslation = Vector3.Lerp(remainingTranslation, Vector3.zero, factor);
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var newRemainingRotation = Quaternion.Slerp(remainingRotation, Quaternion.identity, factor);
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// Shift this transform by the change in delta
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transform.localPosition = oldPosition + remainingTranslation - newRemainingTranslation;
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transform.localRotation = oldRotation * Quaternion.Inverse(newRemainingRotation) * remainingRotation;
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// Update remainingDelta with the dampened value
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remainingTranslation = newRemainingTranslation;
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remainingRotation = newRemainingRotation;
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}
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protected virtual void TranslateUI(float twistDegrees, Vector2 twistScreenCenter)
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{
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var camera = _camera;
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if (camera == null)
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{
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var canvas = transform.GetComponentInParent<Canvas>();
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if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay)
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{
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camera = canvas.worldCamera;
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}
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}
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// Screen position of the transform
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var screenPoint = RectTransformUtility.WorldToScreenPoint(camera, transform.position);
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// Twist screen point around the twistScreenCenter by twistDegrees
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var twistRotation = Quaternion.Euler(0.0f, 0.0f, twistDegrees);
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var screenDelta = twistRotation * (screenPoint - twistScreenCenter);
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screenPoint.x = twistScreenCenter.x + screenDelta.x;
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screenPoint.y = twistScreenCenter.y + screenDelta.y;
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// Convert back to world space
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var worldPoint = default(Vector3);
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if (RectTransformUtility.ScreenPointToWorldPointInRectangle(transform.parent as RectTransform, screenPoint, camera, out worldPoint) == true)
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{
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transform.position = worldPoint;
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}
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}
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protected virtual void Translate(float twistDegrees, Vector2 twistScreenCenter)
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{
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// Make sure the camera exists
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var camera = LeanHelper.GetCamera(_camera, gameObject);
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if (camera != null)
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{
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// Screen position of the transform
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var screenPoint = camera.WorldToScreenPoint(transform.position);
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// Twist screen point around the twistScreenCenter by twistDegrees
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var twistRotation = Quaternion.Euler(0.0f, 0.0f, twistDegrees);
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var screenDelta = twistRotation * ((Vector2)screenPoint - twistScreenCenter);
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screenPoint.x = twistScreenCenter.x + screenDelta.x;
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screenPoint.y = twistScreenCenter.y + screenDelta.y;
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// Convert back to world space
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transform.position = camera.ScreenToWorldPoint(screenPoint);
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}
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else
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{
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Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
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}
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}
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protected virtual void RotateUI(float twistDegrees)
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{
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transform.rotation *= Quaternion.Euler(0.0f, 0.0f, twistDegrees);
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}
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protected virtual void Rotate(float twistDegrees)
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{
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// Make sure the camera exists
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var camera = LeanHelper.GetCamera(_camera, gameObject);
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if (camera != null)
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{
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var axis = transform.InverseTransformDirection(camera.transform.forward);
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transform.rotation *= Quaternion.AngleAxis(twistDegrees, axis);
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}
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else
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{
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Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
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}
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Touch.Editor
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{
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using TARGET = LeanTwistRotate;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanTwistRotate_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("Use");
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Draw("_camera", "The camera we will be used to calculate relative rotations.\n\nNone/null = MainCamera.");
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Draw("relative", "Should the rotation be performed relative to the finger center?");
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Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
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}
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}
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}
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#endif
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