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@keiranlovett
Forked from keijiro/CameraOrbit.cs
Last active August 29, 2015 14:27
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using UnityEngine;
using System.Collections;
public class CameraOrbit : MonoBehaviour
{
public float angularSpeed = 180;
public float zoomSpeed = 1;
public float sensibility = 6;
Vector2 prevMousePosition;
Vector2 angularVelocity;
float zoomVelocity;
void Update()
{
var dt = Time.deltaTime;
var mousePosition = (Vector2)Input.mousePosition;
var targetAngularVelocity = Vector2.zero;
var targetZoomVelocity = Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
if (Input.GetMouseButtonDown(0))
{
prevMousePosition = mousePosition;
}
else if (Input.GetMouseButton(0))
{
targetAngularVelocity = (mousePosition - prevMousePosition) * (angularSpeed / (Screen.width * dt));
prevMousePosition = mousePosition;
}
var exp = Mathf.Exp(-sensibility * dt);
angularVelocity = Vector2.Lerp(targetAngularVelocity, angularVelocity, exp);
zoomVelocity = Mathf.Lerp(targetZoomVelocity, zoomVelocity, exp);
var xPivot = transform.parent.parent;
var yPivot = transform.parent;
xPivot.localRotation = Quaternion.AngleAxis(angularVelocity.x * dt, Vector3.up ) * xPivot.localRotation;
yPivot.localRotation = Quaternion.AngleAxis(angularVelocity.y * dt, -Vector3.right) * yPivot.localRotation;
transform.localPosition += Vector3.forward * zoomVelocity * dt;
}
}
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