UniVRM/Assets/VRM_Samples/SimpleViewer/RokuroCamera.cs
2021-10-14 19:28:31 +09:00

143 lines
4.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace VRM.SimpleViewer
{
public class RokuroCamera : MonoBehaviour
{
[Range(0.1f, 5.0f)]
public float RotateSpeed = 0.7f;
[Range(0.1f, 5.0f)]
public float GrabSpeed = 0.7f;
[Range(0.1f, 5.0f)]
public float DollySpeed = 1.0f;
struct PosRot
{
public Vector3 Position;
public Quaternion Rotation;
}
class _Rokuro
{
public float Yaw;
public float Pitch;
public float ShiftX;
public float ShiftY;
public float Distance = 2.0f;
public void Rotate(float x, float y)
{
Yaw += x;
Pitch -= y;
Pitch = Mathf.Clamp(Pitch, -90, 90);
}
public void Grab(float x, float y)
{
ShiftX += x * Distance;
ShiftY += y * Distance;
}
public void Dolly(float delta)
{
if (delta > 0)
{
Distance *= 0.9f;
}
else if (delta < 0)
{
Distance *= 1.1f;
}
}
public PosRot Calc()
{
var r = Quaternion.Euler(Pitch, Yaw, 0);
return new PosRot
{
Position = r * new Vector3(-ShiftX, -ShiftY, -Distance),
Rotation = r,
};
}
}
private _Rokuro _currentCamera = new _Rokuro();
private List<Coroutine> _activeCoroutines = new List<Coroutine>();
private void OnEnable()
{
// left mouse drag
_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(0, diff =>
{
_currentCamera.Rotate(diff.x * RotateSpeed, diff.y * RotateSpeed);
})));
// right mouse drag
_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(1, diff =>
{
_currentCamera.Rotate(diff.x * RotateSpeed, diff.y * RotateSpeed);
})));
// middle mouse drag
_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(2, diff =>
{
_currentCamera.Grab(
diff.x * GrabSpeed / Screen.height,
diff.y * GrabSpeed / Screen.height
);
})));
// mouse wheel
_activeCoroutines.Add(StartCoroutine(MouseScrollOperationCoroutine(diff =>
{
_currentCamera.Dolly(diff.y * DollySpeed);
})));
}
private void OnDisable()
{
foreach (var coroutine in _activeCoroutines)
{
StopCoroutine(coroutine);
}
_activeCoroutines.Clear();
}
private void Update()
{
var posRot = _currentCamera.Calc();
transform.localRotation = posRot.Rotation;
transform.localPosition = posRot.Position;
}
private IEnumerator MouseDragOperationCoroutine(int buttonIndex, Action<Vector2> dragOperation)
{
while (true)
{
while (!Input.GetMouseButtonDown(buttonIndex))
{
yield return null;
}
var prevPos = Input.mousePosition;
while (Input.GetMouseButton(buttonIndex))
{
var currPos = Input.mousePosition;
var diff = currPos - prevPos;
dragOperation(diff);
prevPos = currPos;
yield return null;
}
}
}
private IEnumerator MouseScrollOperationCoroutine(Action<Vector2> scrollOperation)
{
while (true)
{
scrollOperation(Input.mouseScrollDelta);
yield return null;
}
}
}
}