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+#if ENABLE_INPUT_SYSTEM
+using UnityEngine.InputSystem;
+#endif
+
+using UnityEngine;
+
+namespace UnityTemplateProjects
+{
+ public class SimpleCameraController : MonoBehaviour
+ {
+ class CameraState
+ {
+ public float yaw;
+ public float pitch;
+ public float roll;
+ public float x;
+ public float y;
+ public float z;
+
+ public void SetFromTransform(Transform t)
+ {
+ pitch = t.eulerAngles.x;
+ yaw = t.eulerAngles.y;
+ roll = t.eulerAngles.z;
+ x = t.position.x;
+ y = t.position.y;
+ z = t.position.z;
+ }
+
+ public void Translate(Vector3 translation)
+ {
+ Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
+
+ x += rotatedTranslation.x;
+ y += rotatedTranslation.y;
+ z += rotatedTranslation.z;
+ }
+
+ public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
+ {
+ yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
+ pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
+ roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
+
+ x = Mathf.Lerp(x, target.x, positionLerpPct);
+ y = Mathf.Lerp(y, target.y, positionLerpPct);
+ z = Mathf.Lerp(z, target.z, positionLerpPct);
+ }
+
+ public void UpdateTransform(Transform t)
+ {
+ t.eulerAngles = new Vector3(pitch, yaw, roll);
+ t.position = new Vector3(x, y, z);
+ }
+ }
+
+ const float k_MouseSensitivityMultiplier = 0.01f;
+
+ CameraState m_TargetCameraState = new CameraState();
+ CameraState m_InterpolatingCameraState = new CameraState();
+
+ [Header("Movement Settings")]
+ [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
+ public float boost = 3.5f;
+
+ [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
+ public float positionLerpTime = 0.2f;
+
+ [Header("Rotation Settings")]
+ [Tooltip("Multiplier for the sensitivity of the rotation.")]
+ public float mouseSensitivity = 60.0f;
+
+ [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
+ public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
+
+ [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
+ public float rotationLerpTime = 0.01f;
+
+ [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
+ public bool invertY = false;
+
+#if ENABLE_INPUT_SYSTEM
+ InputAction movementAction;
+ InputAction verticalMovementAction;
+ InputAction lookAction;
+ InputAction boostFactorAction;
+ bool mouseRightButtonPressed;
+
+ void Start()
+ {
+ var map = new InputActionMap("Simple Camera Controller");
+
+ lookAction = map.AddAction("look", binding: "<Mouse>/delta");
+ movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
+ verticalMovementAction = map.AddAction("Vertical Movement");
+ boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
+
+ lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
+ movementAction.AddCompositeBinding("Dpad")
+ .With("Up", "<Keyboard>/w")
+ .With("Up", "<Keyboard>/upArrow")
+ .With("Down", "<Keyboard>/s")
+ .With("Down", "<Keyboard>/downArrow")
+ .With("Left", "<Keyboard>/a")
+ .With("Left", "<Keyboard>/leftArrow")
+ .With("Right", "<Keyboard>/d")
+ .With("Right", "<Keyboard>/rightArrow");
+ verticalMovementAction.AddCompositeBinding("Dpad")
+ .With("Up", "<Keyboard>/pageUp")
+ .With("Down", "<Keyboard>/pageDown")
+ .With("Up", "<Keyboard>/e")
+ .With("Down", "<Keyboard>/q")
+ .With("Up", "<Gamepad>/rightshoulder")
+ .With("Down", "<Gamepad>/leftshoulder");
+ boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
+
+ movementAction.Enable();
+ lookAction.Enable();
+ verticalMovementAction.Enable();
+ boostFactorAction.Enable();
+ }
+#endif
+
+ void OnEnable()
+ {
+ m_TargetCameraState.SetFromTransform(transform);
+ m_InterpolatingCameraState.SetFromTransform(transform);
+ }
+
+ Vector3 GetInputTranslationDirection()
+ {
+ Vector3 direction = Vector3.zero;
+#if ENABLE_INPUT_SYSTEM
+ var moveDelta = movementAction.ReadValue<Vector2>();
+ direction.x = moveDelta.x;
+ direction.z = moveDelta.y;
+ direction.y = verticalMovementAction.ReadValue<Vector2>().y;
+#else
+ if (Input.GetKey(KeyCode.W))
+ {
+ direction += Vector3.forward;
+ }
+ if (Input.GetKey(KeyCode.S))
+ {
+ direction += Vector3.back;
+ }
+ if (Input.GetKey(KeyCode.A))
+ {
+ direction += Vector3.left;
+ }
+ if (Input.GetKey(KeyCode.D))
+ {
+ direction += Vector3.right;
+ }
+ if (Input.GetKey(KeyCode.Q))
+ {
+ direction += Vector3.down;
+ }
+ if (Input.GetKey(KeyCode.E))
+ {
+ direction += Vector3.up;
+ }
+#endif
+ return direction;
+ }
+
+ void Update()
+ {
+ // Exit Sample
+
+ if (IsEscapePressed())
+ {
+ Application.Quit();
+ #if UNITY_EDITOR
+ UnityEditor.EditorApplication.isPlaying = false;
+ #endif
+ }
+
+ // Hide and lock cursor when right mouse button pressed
+ if (IsRightMouseButtonDown())
+ {
+ Cursor.lockState = CursorLockMode.Locked;
+ }
+
+ // Unlock and show cursor when right mouse button released
+ if (IsRightMouseButtonUp())
+ {
+ Cursor.visible = true;
+ Cursor.lockState = CursorLockMode.None;
+ }
+
+ // Rotation
+ if (IsCameraRotationAllowed())
+ {
+ var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
+ if (invertY)
+ mouseMovement.y = -mouseMovement.y;
+
+ var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
+
+ m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
+ m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
+ }
+
+ // Translation
+ var translation = GetInputTranslationDirection() * Time.deltaTime;
+
+ // Speed up movement when shift key held
+ if (IsBoostPressed())
+ {
+ translation *= 10.0f;
+ }
+
+ // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
+ boost += GetBoostFactor();
+ translation *= Mathf.Pow(2.0f, boost);
+
+ m_TargetCameraState.Translate(translation);
+
+ // Framerate-independent interpolation
+ // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
+ var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
+ var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
+ m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
+
+ m_InterpolatingCameraState.UpdateTransform(transform);
+ }
+
+ float GetBoostFactor()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
+#else
+ return Input.mouseScrollDelta.y * 0.01f;
+#endif
+ }
+
+ Vector2 GetInputLookRotation()
+ {
+ // try to compensate the diff between the two input systems by multiplying with empirical values
+#if ENABLE_INPUT_SYSTEM
+ var delta = lookAction.ReadValue<Vector2>();
+ delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
+ delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
+ return delta;
+#else
+ return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
+#endif
+ }
+
+ bool IsBoostPressed()
+ {
+#if ENABLE_INPUT_SYSTEM
+ bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
+ boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
+ return boost;
+#else
+ return Input.GetKey(KeyCode.LeftShift);
+#endif
+
+ }
+
+ bool IsEscapePressed()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
+#else
+ return Input.GetKey(KeyCode.Escape);
+#endif
+ }
+
+ bool IsCameraRotationAllowed()
+ {
+#if ENABLE_INPUT_SYSTEM
+ bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
+ canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
+ return canRotate;
+#else
+ return Input.GetMouseButton(1);
+#endif
+ }
+
+ bool IsRightMouseButtonDown()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
+#else
+ return Input.GetMouseButtonDown(1);
+#endif
+ }
+
+ bool IsRightMouseButtonUp()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
+#else
+ return Input.GetMouseButtonUp(1);
+#endif
+ }
+
+ }
+
+}