134 lines
4.6 KiB
C#
134 lines
4.6 KiB
C#
|
using UnityEngine;
|
||
|
using Lean.Common;
|
||
|
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
|
||
|
|
||
|
namespace Lean.Touch
|
||
|
{
|
||
|
/// <summary>This component allows you to rotate the current GameObject using a twist gesture.</summary>
|
||
|
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanTwistCamera")]
|
||
|
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Twist Camera")]
|
||
|
public class LeanTwistCamera : MonoBehaviour
|
||
|
{
|
||
|
/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
|
||
|
public LeanFingerFilter Use = new LeanFingerFilter(true);
|
||
|
|
||
|
/// <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.
|
||
|
/// -1 = Instantly change.
|
||
|
/// 1 = Slowly change.
|
||
|
/// 10 = Quickly change.</summary>
|
||
|
public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = -1.0f;
|
||
|
|
||
|
/// <summary>Should the rotation be performed relative to the finger center?</summary>
|
||
|
public bool Relative { set { relative = value; } get { return relative; } } [FSA("Relative")] [SerializeField] private bool relative;
|
||
|
|
||
|
/// <summary>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
|
||
|
public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
|
||
|
|
||
|
[SerializeField]
|
||
|
private Vector3 remainingTranslation;
|
||
|
|
||
|
[SerializeField]
|
||
|
private Quaternion remainingRotation = Quaternion.identity;
|
||
|
|
||
|
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary>
|
||
|
public void AddFinger(LeanFinger finger)
|
||
|
{
|
||
|
Use.AddFinger(finger);
|
||
|
}
|
||
|
|
||
|
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary>
|
||
|
public void RemoveFinger(LeanFinger finger)
|
||
|
{
|
||
|
Use.RemoveFinger(finger);
|
||
|
}
|
||
|
|
||
|
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers.</summary>
|
||
|
public void RemoveAllFingers()
|
||
|
{
|
||
|
Use.RemoveAllFingers();
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
protected virtual void Reset()
|
||
|
{
|
||
|
Use.UpdateRequiredSelectable(gameObject);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
protected virtual void Awake()
|
||
|
{
|
||
|
Use.UpdateRequiredSelectable(gameObject);
|
||
|
}
|
||
|
|
||
|
protected virtual void Update()
|
||
|
{
|
||
|
// Get the fingers we want to use
|
||
|
var fingers = Use.UpdateAndGetFingers();
|
||
|
|
||
|
// Calculate the rotation values based on these fingers
|
||
|
var twistDegrees = -LeanGesture.GetTwistDegrees(fingers);
|
||
|
|
||
|
// Store
|
||
|
var oldPosition = transform.localPosition;
|
||
|
var oldRotation = transform.localRotation;
|
||
|
|
||
|
// Rotate
|
||
|
if (relative == true)
|
||
|
{
|
||
|
var screenPoint = default(Vector2);
|
||
|
|
||
|
if (LeanGesture.TryGetScreenCenter(fingers, ref screenPoint) == true)
|
||
|
{
|
||
|
var worldPoint = ScreenDepth.Convert(screenPoint);
|
||
|
|
||
|
transform.RotateAround(worldPoint, transform.forward, twistDegrees);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
transform.Rotate(transform.forward, twistDegrees);
|
||
|
}
|
||
|
|
||
|
// Increment
|
||
|
remainingTranslation += transform.localPosition - oldPosition;
|
||
|
remainingRotation *= Quaternion.Inverse(oldRotation) * transform.localRotation;
|
||
|
|
||
|
// Get t value
|
||
|
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
|
||
|
|
||
|
// Dampen remainingDelta
|
||
|
var newRemainingTranslation = Vector3.Lerp(remainingTranslation, Vector3.zero, factor);
|
||
|
var newRemainingRotation = Quaternion.Slerp(remainingRotation, Quaternion.identity, factor);
|
||
|
|
||
|
// Shift this transform by the change in delta
|
||
|
transform.localPosition = oldPosition + remainingTranslation - newRemainingTranslation;
|
||
|
transform.localRotation = oldRotation * Quaternion.Inverse(newRemainingRotation) * remainingRotation;
|
||
|
|
||
|
// Update remainingDelta with the dampened value
|
||
|
remainingTranslation = newRemainingTranslation;
|
||
|
remainingRotation = newRemainingRotation;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
namespace Lean.Touch.Editor
|
||
|
{
|
||
|
using TARGET = LeanTwistCamera;
|
||
|
|
||
|
[UnityEditor.CanEditMultipleObjects]
|
||
|
[UnityEditor.CustomEditor(typeof(TARGET), true)]
|
||
|
public class LeanTwistCamera_Editor : LeanEditor
|
||
|
{
|
||
|
protected override void OnInspector()
|
||
|
{
|
||
|
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
|
||
|
|
||
|
Draw("Use");
|
||
|
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.");
|
||
|
Draw("relative", "Should the rotation be performed relative to the finger center?");
|
||
|
Draw("ScreenDepth");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|