62 lines
2.6 KiB
C#
62 lines
2.6 KiB
C#
|
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
|
||
|
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Animancer.Examples.InverseKinematics
|
||
|
{
|
||
|
/// <summary>Allows the user to drag any object with a collider around on screen with the mouse.</summary>
|
||
|
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/ik/puppet">Puppet</see></example>
|
||
|
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/MouseDrag
|
||
|
///
|
||
|
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Mouse Drag")]
|
||
|
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(MouseDrag))]
|
||
|
public sealed class MouseDrag : MonoBehaviour
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private Transform _Dragging;
|
||
|
private float _Distance;
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private void Update()
|
||
|
{
|
||
|
// On click, do a raycast from the mouse, grab whatever it hits, and calculate how far away it is.
|
||
|
if (ExampleInput.LeftMouseDown)
|
||
|
{
|
||
|
var ray = Camera.main.ScreenPointToRay(ExampleInput.MousePosition);
|
||
|
if (Physics.Raycast(ray, out var hit))
|
||
|
{
|
||
|
_Dragging = hit.transform;
|
||
|
|
||
|
var cameraTransform = Camera.main.transform;
|
||
|
_Distance = Vector3.Dot(_Dragging.position - cameraTransform.position, cameraTransform.forward);
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
// While holding the button, move the object in line with the mouse ray.
|
||
|
else if (_Dragging != null && ExampleInput.LeftMouseHold)
|
||
|
{
|
||
|
var ray = Camera.main.ScreenPointToRay(ExampleInput.MousePosition);
|
||
|
|
||
|
var cameraTransform = Camera.main.transform;
|
||
|
var forward = cameraTransform.forward;
|
||
|
|
||
|
var dot = Vector3.Dot(ray.direction, forward);
|
||
|
if (dot > 0)
|
||
|
{
|
||
|
var planeCenter = cameraTransform.position + forward * _Distance;
|
||
|
var intersection = ray.origin + ray.direction * Vector3.Dot(planeCenter - ray.origin, forward) / dot;
|
||
|
_Dragging.position = intersection;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_Dragging = null;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|