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Created June 24, 2013 20:33
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Unity:Camera:Free camera control
//
//Filename: maxCamera.cs
//
// original: http://www.unifycommunity.com/wiki/index.php?title=MouseOrbitZoom
//
// --01-18-2010 - create temporary target, if none supplied at start
// - Pan = Ctrl + button
// - Orbit = Alt+button
// - Zoom = Alt + Ctrl + button
// - Reset = Space
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/3dsMax Camera Style")]
public class MaxCamera : MonoBehaviour
{
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
private Quaternion initRotation;
private Vector3 initPosition;
private Vector3 initTargetPosition;
private int mouseButton = 0; // Left button
void Start() { Init(); }
void OnEnable() { Init(); }
public void Init()
{
initPosition = new Vector3(transform.position.x, transform.position.y,transform.position.z);
initRotation = new Quaternion(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w);
//If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
if (!target)
{
GameObject go = new GameObject("Cam Target");
go.transform.position = transform.position + (transform.forward * distance);
initTargetPosition = go.transform.position;
target = go.transform;
}
doInit();
}
private void doInit() {
distance = Vector3.Distance(transform.position, target.position);
currentDistance = distance;
desiredDistance = distance;
//be sure to grab the current rotations as starting points.
position = transform.position;
rotation = transform.rotation;
currentRotation = transform.rotation;
desiredRotation = transform.rotation;
xDeg = Vector3.Angle(Vector3.right, transform.right );
yDeg = Vector3.Angle(Vector3.up, transform.up );
}
/*
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
*/
void LateUpdate()
{
// If Control and Alt and button? ZOOM!
if (Input.GetMouseButton(mouseButton) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
{
desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);
}
// If mouse button and left alt are selected? ORBIT
else if (Input.GetMouseButton(mouseButton) && Input.GetKey(KeyCode.LeftAlt))
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
////////OrbitAngle
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.rotation = rotation;
}
// otherwise if mouse button and left control is selected, we pan by way of transforming the target in screenspace
else if (Input.GetMouseButton(mouseButton) && Input.GetKey(KeyCode.LeftControl))
{
//grab the rotation of the camera so we can move in a psuedo local XY space
target.rotation = transform.rotation;
target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
}
// If Space? Reset to initial position and rotation
else if (Input.GetKey(KeyCode.Space))
{
transform.position = initPosition;
transform.rotation = initRotation;
target.transform.position = initTargetPosition;
doInit();
}
////////Orbit Position
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
//clamp the zoom min/max
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
// For smoothing of the zoom, lerp distance
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
// calculate position based on the new currentDistance
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
@chicomcastro
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Cool!

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