I'm trying to rotate a rectangle to always point at the mouse position.
I've tried this:
document.getElementById('viewport').onmousemove = function(e){
var scratch = Physics.scratchpad();
mousePos = scratch.vector().set(e.x, e.y);
var newAngle = box.state.pos.angle(mousePos);
box.state.angular.pos = newAngle;
scratch.done();
};
Thanks.
Maybe try something like this:
document.getElementById('viewport').onmousemove = function(e){
var scratch = Physics.scratchpad();
// assuming your viewport is the whole screen
mousePos = scratch.vector().set(e.pageX, e.pageY);
mousePos.vsub( box.state.pos ); // get vector pointing towards mouse pos
var newAngle = mousePos.angle(); // get angle with respect to x axis
box.state.angular.pos = newAngle;
scratch.done();
};
Related
I'm trying to create camera movement that mimics the behavior of the unity scene editor where you can perform a spherical rotation around the scene with 2d mouse movement. So far the camera is rotating correctly given x or y movement, but dragging diagonally causes the camera to rotate around its relative z-axis until it gets locked. I cannot force the camera to look at the origin relative to world up because then it cannot rotate upside-down
Here is the script that I've attached to the camera
using UnityEngine;
public class MainCamera : MonoBehaviour
{
Vector2 startingPosition;
Vector2 mousePosition;
Vector3 orthogonalCameraVector;
float degreesPerUnitWidth = 180f / Screen.width;
float degreesPerUnitHeight = 180f / Screen.height;
float cameraRadius = 10;
void Start()
{
transform.position = new Vector3(0, 0, -cameraRadius);
transform.LookAt(Vector3.zero);
orthogonalCameraVector = -Vector3.left;
}
void LateUpdate()
{
if (Input.GetMouseButtonDown(0))
{
mousePosition = Input.mousePosition;
}
if (Input.GetMouseButton(0))
{
var input = new Vector2(Input.mousePosition.x ,Input.mousePosition.y);
startingPosition = mousePosition;
var mouseDelta = startingPosition - input;
var xzDegrees = -mouseDelta.y * degreesPerUnitHeight;
var xzRotation = Quaternion.AngleAxis(xzDegrees, orthogonalCameraVector); // rotate about the relative x-z plane
var yRotation = Quaternion.AngleAxis(-mouseDelta.x * degreesPerUnitWidth, Vector3.up); // rotate about the world y-axis
var rotation = xzRotation * yRotation;
orthogonalCameraVector = rotation * orthogonalCameraVector;
transform.position = rotation * transform.position;
transform.rotation = rotation * transform.rotation;
mousePosition = Input.mousePosition;
}
}
}
I realized the orthogonalCamerVector only needed to be rotated about the y-axis because I wanted to keep it parallel with the xz-plane. I then applied this rotation to the orthogonalCamerVector before rotating the transform so it would always be rotating about a fixed plane so it looks something like this:
var xzDegrees = -mouseDelta.y * degreesPerUnitHeight;
var yRotation = Quaternion.AngleAxis(-mouseDelta.x * degreesPerUnitWidth, Vector3.up); // rotate about the world y-axis
orthogonalCameraVector = yRotation * orthogonalCameraVector;
var xzRotation = Quaternion.AngleAxis(xzDegrees, orthogonalCameraVector); // rotate about the relative x-z plane
var rotation = xzRotation * yRotation;
transform.position = rotation * transform.position;
transform.rotation = rotation * transform.rotation;
I have this script, that already works
I,m using leanFinger
var c = Camera.main;
var center = rb.position;
var lastPos = _finger.GetWorldPosition(c.transform.position.y, c);
var lastDelta = Vector3.Distance(center, lastPos);
float angle = Mathf.Atan2(lastPos.x, lastPos.z) * Mathf.Rad2Deg;
rb.rotation = Quaternion.Euler(new Vector3(0, angle - initialRotation, 0));
The problem is that my object is rotating in absolute angles, so if it is already rotated, there is a unwanted rotation. I want it to take an initialRotation value, but i don't know how.
Thanks
You can use transform.rotation to access the current rotation of your object: Transform.rotation
You could also use this method for convenience: Transform.LookAt
Simple JS example:
public var target : Transform;
function Update ()
{
transform.LookAt(target);
}
I want my RectTransform to look like this:
I'm trying this:
m_Viewport = go.GetComponent<RectTransform>();
m_Viewport.anchorMin = Vector2.zero;
m_Viewport.anchorMax = Vector2.one;
m_Viewport.localPosition = Vector3.zero;
m_Viewport.localScale = Vector3.one;
m_Viewport.offsetMin = new Vector2(30, 0);
m_Viewport.offsetMax = new Vector2(0, 0);
m_Viewport.sizeDelta = new Vector2(-20, 0);
But it comes out like this:
Try this:
float left = 30;
float right = 20;
m_Viewport.anchorMin = Vector3.zero;
m_Viewport.anchorMax = Vector3.one;
m_Viewport.anchoredPosition = new Vector2((left - right)/2, 0f);
m_Viewport.sizeDelta = new Vector2(-(left + right), 0);
sizeDelta streches the rectTransform to left and right in the same proportion. As you want the left size different from the right size, you have to move the x position to adjust.
I have two sprites and I am rotating them on mouse drag. When I rotate one, another has to rotate also but a bit slower. The issue is when I move first sprite too fast. I guess Unity skips some points where I ask for current rotation of object. Here is the code:
if(objekatKliknut=="Minute"){
mouseClickPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 dir = mouseClickPos - transform.position;
angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;
angle-=90;
if (angle < 0.0f) angle += 360.0f;
angle = Mathf.Round(angle/6.0f)*6.0f;
if(angle==360) angle=0;
hand1.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
a1=angle;
if(a1!=a2){
float x = Mathf.Abs(a1-a2);
if(a1>a2){
moveRight = false;
if(x==6){
handRot+=addAngle*x/6f;
globeRot-=addGlobeAngle;
}
a2=a1;
}
else if(a1<a2){
moveRight = true;
if(x==6){
handRot-=addAngle*(x/6f);
globeRot+=addGlobeAngle*(x/6f);
}
a2=a1;
}
}
hand.transform.rotation = Quaternion.AngleAxis(handRot, Vector3.forward);
oblaci.transform.rotation = Quaternion.AngleAxis(globeRot, Vector3.forward);
}
hand1 is first object that I am rotating, and hand is the second one that needs to be rotated relative to the first one.
Can someone please help me?
I have an object and 2 GUI texture buttons. I want to rotate the object to the left when I press the left button and to the right while pressing the other one.
Any ideas ?
I have a script that works when I drag my object. I will post the important part:
function Start ()
{
var angles = transform.eulerAngles;
x = angles.y;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate ()
{
if (isMouseOverGuiTexture()) return;
if (target && Input.GetMouseButton(0))
{
//0.1 represents the sensitivity of the mouse
x += Input.GetAxis("Mouse X") * xSpeed *0.1; //x rotation
//y -= Input.GetAxis("Mouse Y") * ySpeed *0.1; //y rotation
//y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.900528, 8.829305, -distance+0.49548)+ target.position;
transform.rotation = rotation;
transform.position = position;
}
}
(Question answered in the comments. See Question with no answers, but issue solved in the comments (or extended in chat) )
The OP wrote:
I solved it by using the following :
var imageLeft: Texture2D; // drag the left button image here
var imageRight: Texture2D; // right button image
var speed: float = 60; // rotate speed in degrees per second
private var rotLeft = false; // object rotates left if true
private var rotRight = false; // object rotates right if true;
function OnGUI()
{
rotLeft = GUI.RepeatButton(Rect(10,10,200,200), imageLeft);
rotRight = GUI.RepeatButton(Rect(230,10,200,200), imageRight);
}
function Update()
{
if (rotLeft) transform.Rotate(0, -speed*Time.deltaTime, 0);
if (rotRight) transform.Rotate(0, speed*Time.deltaTime, 0);
}
I don't know which value Time.deltaTime assumes inside OnGUI - it should be the time since last OnGUI, but I'm not sure. To avoid problems, I placed the real rotation in Update and used two control booleans (rotLeft and rotRight) to communicate with OnGUI.