134 lines
4.6 KiB
C#
134 lines
4.6 KiB
C#
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 rotate the current GameObject using a twist gesture.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanTwistCamera")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Twist Camera")]
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public class LeanTwistCamera : 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>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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/// <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>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
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public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
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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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// 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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// Store
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var oldPosition = transform.localPosition;
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var oldRotation = transform.localRotation;
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// Rotate
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if (relative == true)
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{
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var screenPoint = default(Vector2);
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if (LeanGesture.TryGetScreenCenter(fingers, ref screenPoint) == true)
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{
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var worldPoint = ScreenDepth.Convert(screenPoint);
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transform.RotateAround(worldPoint, transform.forward, twistDegrees);
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}
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}
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else
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{
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transform.Rotate(transform.forward, twistDegrees);
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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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}
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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 = LeanTwistCamera;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanTwistCamera_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("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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Draw("relative", "Should the rotation be performed relative to the finger center?");
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Draw("ScreenDepth");
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}
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}
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}
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#endif |