Forked from SimonDarksideJ/MakeA3DObjectDraggable.cs
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December 31, 2021 22:41
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How to make a 3D object draggable in Unity3D
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
/* | |
MAKE A 3D OBJECT DRAGGABLE | |
Riccardo Stecca | |
http://www.riccardostecca.net | |
https://github.com/rstecca | |
And check out UNotes here: https://github.com/rstecca/UNotes | |
!!! Remember that in order to get this working you need a PhysicsRaycaster on the current camera. !!! | |
*/ | |
/* | |
ドラッグ開始時にオブジェクトがずれないように改変 | |
*/ | |
[RequireComponent(typeof(Collider))] | |
public class MakeA3DObjectDraggable : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler { | |
Camera m_cam; | |
Vector3 m_Sabun; | |
void Start () { | |
if (Camera.main.GetComponent<PhysicsRaycaster>() == null) | |
Debug.Log("Camera doesn't ahve a physics raycaster."); | |
m_cam = Camera.main; | |
} | |
public void OnDrag(PointerEventData eventData) | |
{ | |
Vector3 pos = GetMouseRayPosition() + m_Sabun; | |
transform.position = pos; | |
} | |
public void OnBeginDrag(PointerEventData eventData) | |
{ | |
m_Sabun = transform.position - GetMouseRayPosition(); | |
if(GetComponent<Rigidbody>()!=null) | |
{ | |
GetComponent<Rigidbody>().isKinematic = true; | |
} | |
} | |
Vector3 GetMouseRayPosition() | |
{ | |
Ray R = m_cam.ScreenPointToRay(Input.mousePosition); | |
Vector3 PO = transform.position; // Take current position of this draggable object as Plane's Origin | |
Vector3 PN = -m_cam.transform.forward; // Take current negative camera's forward as Plane's Normal | |
float t = Vector3.Dot(PO - R.origin, PN) / Vector3.Dot(R.direction, PN); // plane vs. line intersection in algebric form. It find t as distance from the camera of the new point in the ray's direction. | |
Vector3 P = R.origin + R.direction * t; // Find the new point. | |
return P; | |
} | |
public void OnEndDrag(PointerEventData eventData) | |
{ | |
// Do stuff when draggin ends. For example restore camera interaction. | |
if(GetComponent<Rigidbody>()!=null) | |
{ | |
GetComponent<Rigidbody>().isKinematic = false; | |
} | |
} | |
} |
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