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February 2, 2017 04:25
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/*copied from complete version in sample project of "https://developer.microsoft.com/en-us/windows/holographic/holograms_210"*/ | |
using UnityEngine; | |
namespace Academy.HoloToolkit.Unity | |
{ | |
public enum PivotAxis | |
{ | |
// Rotate about all axes. | |
Free, | |
// Rotate about an individual axis. | |
X, | |
Y | |
} | |
/// <summary> | |
/// The Billboard class implements the behaviors needed to keep a GameObject | |
/// oriented towards the user. | |
/// </summary> | |
public class Billboard : MonoBehaviour | |
{ | |
/// <summary> | |
/// The axis about which the object will rotate. | |
/// </summary> | |
[Tooltip("Specifies the axis about which the object will rotate (Free rotates about both X and Y).")] | |
public PivotAxis PivotAxis = PivotAxis.Free; | |
/// <summary> | |
/// Overrides the cached value of the GameObject's default rotation. | |
/// </summary> | |
public Quaternion DefaultRotation { get; private set; } | |
private void Awake() | |
{ | |
// Cache the GameObject's default rotation. | |
DefaultRotation = gameObject.transform.rotation; | |
} | |
/// <summary> | |
/// The billboard logic is performed in FixedUpdate to update the object | |
/// with the player independent of the frame rate. This allows the object to | |
/// remain correctly rotated even if the frame rate drops. | |
/// </summary> | |
private void FixedUpdate() | |
{ | |
// Get a Vector that points from the Camera to the Target. | |
Vector3 directionToTarget = Camera.main.transform.position - gameObject.transform.position; | |
// Adjust for the pivot axis. | |
switch (PivotAxis) | |
{ | |
case PivotAxis.X: | |
directionToTarget.x = gameObject.transform.position.x; | |
break; | |
case PivotAxis.Y: | |
directionToTarget.y = gameObject.transform.position.y; | |
break; | |
case PivotAxis.Free: | |
default: | |
// No changes needed. | |
break; | |
} | |
// Calculate and apply the rotation required to reorient the object and apply the default rotation to the result. | |
gameObject.transform.rotation = Quaternion.LookRotation(-directionToTarget) * DefaultRotation; | |
} | |
} | |
} |
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