MouseOrbit Customization: Place camera on spot orbit - unity3d

I have a MouseOrbit script based on the Standard Assets Script that I need to customize to place the camera in a specific spot in the orbit.
Heres the basics of the standard script that ships with Unity3d:
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function onUpdate(){
x += Input.GetAxis("Mouse X") * xSpeed;
y -= Input.GetAxis("Mouse Y") * ySpeed;
var rotation = Quaternion.Euler(y, x,0);
var position = rotation * Vector3(0.0, 0.0, cameraDelta);
transform.rotation = rotation;
transform.position = position;
}
What I need to do is place the camera in a few spots around the target object at 0,0.
The first is directly behind the object. x:7,:y0,z:0.
Here's what I thought would work:
function TransformCamera(x,y,z){
//set position of camera
transform.position = new Vector3(x, y, z);
var angles = transform.eulerAngles;
y = angles.y;
x = angles.x;
z = angles.z;
var rotation = Quaternion.Euler(y, x, z);
var position = rotation * Vector3(0.0, 0.0, cameraDelta);
//adjusted_target;
transform.rotation = rotation;
transform.position = position;
}
This script is close... it transforms the camera and rotates it to look at the object, but it doesn't place the camera in the correct location 7,0,0.
Thanks!

Try this modified script. i hope this will solve your problem.
using UnityEngine;
using System.Collections;
public class OrbitCamera : MonoBehaviour
{
//The target of the camera. The camera will always point to this object.
public Transform _target;
//The default distance of the camera from the target.
private float _distance ;
//Control the speed of zooming and dezooming.
public float _zoomStep = 1.0f;
//The speed of the camera. Control how fast the camera will rotate.
public float _xSpeed = 1f;
public float _ySpeed = 1f;
//The position of the cursor on the screen. Used to rotate the camera.
private float _x = 0.0f;
private float _y = 0.0f;
//Distance vector.
private Vector3 _distanceVector;
/**
* Move the camera to its initial position.
*/
void Start ()
{
_distanceVector = new Vector3(0.0f,0.0f,-this.transform.position.z);
_distance = this.transform.position.z;
Vector2 angles = this.transform.localEulerAngles;
_x = angles.x;
_y = angles.y;
this.Rotate(_x, _y);
}
/**
* Rotate the camera or zoom depending on the input of the player.
*/
void LateUpdate()
{
if ( _target )
{
this.RotateControls();
this.Zoom();
}
}
/**
* Rotate the camera when the first button of the mouse is pressed.
*
*/
void RotateControls()
{
if ( Input.GetButton("Fire1") )
{
_x += Input.GetAxis("Mouse X") * _xSpeed;
_y += -Input.GetAxis("Mouse Y")* _ySpeed;
this.Rotate(_x,_y);
}
}
/**
* Transform the cursor mouvement in rotation and in a new position
* for the camera.
*/
void Rotate( float x, float y )
{
//Transform angle in degree in quaternion form used by Unity for rotation.
Quaternion rotation = Quaternion.Euler(y,x,0.0f);
//The new position is the target position + the distance vector of the camera
//rotated at the specified angle.
Vector3 position = rotation * _distanceVector + _target.position;
//Update the rotation and position of the camera.
transform.rotation = rotation;
transform.position = position;
}
/**
* Zoom or dezoom depending on the input of the mouse wheel.
*/
void Zoom()
{
if ( Input.GetAxis("Mouse ScrollWheel") < 0.0f )
{
this.ZoomOut();
}
else if ( Input.GetAxis("Mouse ScrollWheel") > 0.0f )
{
this.ZoomIn();
}
}
/**
* Reduce the distance from the camera to the target and
* update the position of the camera (with the Rotate function).
*/
void ZoomIn()
{
_distance -= _zoomStep;
_distanceVector = new Vector3(0.0f,0.0f,-_distance);
this.Rotate(_x,_y);
}
/**
* Increase the distance from the camera to the target and
* update the position of the camera (with the Rotate function).
*/
void ZoomOut()
{
_distance += _zoomStep;
_distanceVector = new Vector3(0.0f,0.0f,-_distance);
this.Rotate(_x,_y);
}
} //End class

Related

Keep camera from rotating around relative z-axis

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;

unity camera follow rolling box

i have a cube that rolls with the arrow keys or control pad
up goes up, left turns left, and right turns right, so only the up makes it roll
im trying to get a camera to follow but not really getting anywhere
i found this script cant rember where that im trying to alter
but as i roll the cube forward the camera spins
simple video showing movment
https://imgur.com/a/BfoR1VF
any pointers in the right direction sorry about the pun would be good
simple lookat script
public Transform player;
void Start()
{
}
void Update()
{
Vector3 targetPostion = new Vector3(player.transform.position.x, transform.position.y,player.transform.position.z);
transform.LookAt(targetPostion);
}
and the follow script
// The target we are following
public Transform target;
// The distance in the x-z plane to the target
//So this would be your offset
public float distance = 10.0f;
// the height we want the camera to be above the target
public float height = 5.0f;
// How much we
public float heightDamping = 2.0f;
public float rotationDamping = 3.0f;
void LateUpdate()
{
// Early out if we don't have a target
if (!target) return;
// Calculate the current rotation angles
float wantedRotationAngle = target.eulerAngles.y;
float wantedHeight = target.position.y + height;
float currentRotationAngle = transform.eulerAngles.y;
float currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z);
// Always look at the target
Vector3 thetargetPostition = new Vector3(0, target.position.y,0);
transform.LookAt(target.position);
//transform.LookAt(thetargetPostition);

Unity camera problem - Moving FPS/TPS camera to look at a target and resuming player control

I am having trouble with aligning my player controlled camera (I use the same class for FPS and TPS) to look at a target (when ResetCamera() is called by another script) and then getting the player to resume control. The main reason I am doing this is so I can switch between FPS and TPS cameras and remain looking at the same target.
I can look at the target fine, but ONLY if I stop setting the rotation based on yaw and pitch (from "Mouse X" and "Mouse Y" inputs) in LateUpdate() after I set the lookAtTarget in ResetCamera(), but that means the player can no longer look around.
However, I cannot figure out how to get the correct yaw and pitch values after this so the player can continue looking around from the new look at target. How could I do this so the player could continue looking around?
public class PlayerCamera : MonoBehaviour {
public float mouseSensitivity = 10f;
public Transform target;
public float dstFromTarget = 2f;
public Vector2 pitchConstraints = new Vector2(-20f, 85f);
public float rotSmoothTime = .12f;
Vector3 rotSmoothVel;
Vector3 currRot;
float yaw;
float pitch;
void LateUpdate() {
yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
pitch = Mathf.Clamp(pitch, pitchConstraints.x, pitchConstraints.y);
currRot = Vector3.SmoothDamp(currRot, new Vector3(pitch, yaw), ref rotSmoothVel, rotSmoothTime);
transform.eulerAngles = currRot;
transform.position = target.position - transform.forward * dstFromTarget;
}
public void ResetCamera(Transform lookAtTarget) {
transform.LookAt(lookAtTarget);
// below gets yaw and pitch values that move the camera to look at the
// wrong location
// yaw = transform.eulerAngles.x;
// pitch = transform.eulerAngles.y;
// pitch = Mathf.Clamp(pitch, pitchConstraints.x, pitchConstraints.y);
// currRot = new Vector3(pitch, yaw);
}
}
So, I figured out how to do what I wanted. Below is a script for a third or first person (just adjust the dstFromTarget variable to zero) camera that can be rotated to look at a target by another script with ResetCamera() and the player can resume moving around from that point.
public class PlayerCamera : MonoBehaviour {
public bool isFirstPerson = false;
public float mouseSensitivity = 10f;
public Transform target;
public float dstFromTarget = 2f;
public bool invertedPitch = false;
public float smoothTime = .12f;
public float minimumX = -85f;
public float maximumX = 85f;
// LateUpdate, so the Camera Target will definitely have been set
void LateUpdate () {
// first person updating is handled by Inverse kinematics stuff in my case
if (isFirstPerson) return;
UpdateStuff();
}
public void UpdateStuff() {
float yaw = Input.GetAxisRaw("Mouse X");
float pitch = -Input.GetAxisRaw("Mouse Y");
if (invertedPitch) {
pitch *= -1f;
}
Vector3 yRot = new Vector3(0f, yaw, 0f) * mouseSensitivity;
Vector3 xRot = new Vector3(pitch, 0f, 0f) * mouseSensitivity;
xRot = ClampRotationAroundXAxis(transform.rotation, xRot);
Transform newTrans = transform;
newTrans.Rotate(xRot);
newTrans.Rotate(yRot, Space.World);
transform.rotation = Quaternion.Slerp(transform.rotation, newTrans.rotation, smoothTime * Time.deltaTime);
transform.position = target.position - transform.forward * dstFromTarget;
}
public void ResetCamera(Transform lookAtTarget) {
transform.LookAt(lookAtTarget);
}
Vector3 ClampRotationAroundXAxis(Quaternion q, Vector3 xrot) {
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
if (angleX < minimumX && xrot.x < 0f) {
xrot = Vector3.zero;
}
if (angleX > maximumX && xrot.x > 0f) {
xrot = Vector3.zero;
}
return xrot;
}
}

How do I make the border of a map and the panning of that map the same?

I am using a map bigger than the screen I viewing. Therefore I need to be able to pan around that map. I am having a problem with clamping the camera and the map. I want to be able to use the demension of the image as the width and height of the clamp. The problem is the units.
The image is 2144 x 1708
The camera transposition is in single digits (14 x 7) or something like that.
All of the code I am using is below.
private Vector3 mouseOrigin; // Position of cursor when mouse dragging starts
private bool isPanning; // Is the camera being panned?
public bool useBoundary = true;
public Vector2 boundaryMin;
public Vector2 boundaryMax;
public Image map;
private void Start()
{
Camera cam = Camera.main;
float mapRatio = map.rectTransform.rect.width / map.rectTransform.rect.height;
float mapScreenHeight = (1.5f * cam.orthographicSize);
float mapScreenWidth = (3f * mapScreenHeight) * cam.aspect;
boundaryMin = new Vector2(0, 1);
boundaryMax = new Vector2(map.rectTransform.rect.width, map.rectTransform.rect.height);
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
mouseOrigin = Input.mousePosition;
isPanning = true;
}
// Disable movements on button release
if (!Input.GetMouseButton(0))
isPanning = false;
if (isPanning)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
BoundaryCheck();
}
}
private void BoundaryCheck()
{
if (!useBoundary)
return;
Vector3 newPos = transform.position;
newPos.x = Mathf.Clamp(newPos.x, boundaryMin.x, boundaryMax.x);
newPos.y = Mathf.Clamp(newPos.y, boundaryMin.y, boundaryMax.y);
transform.position = newPos;
}
}
Any help would be greatly appreciated.
You can do this using Unity UI - Scroll Rect.
Check out Unity UI - Scroll Rect - Introduction
In my opinion you should need to use below script for camera panning, zooming and rotating. You can off any undesirable function. Now according to your question you have to restrict the movement(according to your image border). simply you can restrict the camera movements on differet axis according to your limitations. You should place cubes into the borders of the map and use their positions as the limit of camera movement and panning etc.
using UnityEngine;
using System.Collections;
public class CamMovementManager : MonoBehaviour
{
#region Vars
public float turnSpeed = 1.0f; // Speed of camera turning when mouse moves in along an axis
public float panSpeed = 4.0f; // Speed of the camera when being panned
public float zoomSpeed = 4.0f; // Speed of the camera going back and forth
private Vector3 mouseOrigin; // Position of cursor when mouse dragging starts
private bool isPanning; // Is the camera being panned?
private bool isRotating; // Is the camera being rotated?
private bool isZooming; // Is the camera zooming?
private float pannPosLimit = 300f;
private int fovMin = 15;
private int fovMax = 90;
#endregion Vars
#region UnityEvents
void Update()
{
// Get the left mouse button
if (Input.GetMouseButtonDown(0))
{
// Get mouse origin
mouseOrigin = Input.mousePosition;
isRotating = true;
}
// Get the right mouse button
if (Input.GetMouseButtonDown(1))
{
// Get mouse origin
mouseOrigin = Input.mousePosition;
isPanning = true;
}
// Get the middle mouse button
if (Input.GetMouseButtonDown(2))
{
// Get mouse origin
//mouseOrigin = Input.mousePosition;
//isZooming = true;
}
//changing fov on mouse scroll to zoomIn/out
float fov = Camera.main.fieldOfView;
fov += Input.GetAxis("Mouse ScrollWheel") * 10f;
fov = Mathf.Clamp(fov, fovMin, fovMax);
Camera.main.fieldOfView = fov;//*/
// Disable movements on button release
if (!Input.GetMouseButton(0)) isRotating = false;
if (!Input.GetMouseButton(1)) isPanning = false;
if (!Input.GetMouseButton(2)) isZooming = false;
// Rotate camera along X and Y axis
if (isRotating)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
//Debug.Log("rotate pos : " + pos);
transform.RotateAround(transform.position, transform.right, -pos.y * turnSpeed);
transform.RotateAround(transform.position, Vector3.up, pos.x * turnSpeed);
}
// Move the camera on it's XY plane
if (isPanning)
{
if (Input.mousePosition.y > pannPosLimit)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
}
}
// Move the camera linearly along Z axis
if (isZooming)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = pos.y * zoomSpeed * transform.forward;
transform.Translate(move, Space.World);
}
}
#endregion
#region CustomMethods
public void CamRotating()
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
transform.RotateAround(transform.position, transform.right, -pos.y * turnSpeed);
transform.RotateAround(transform.position, Vector3.up, pos.x * turnSpeed);
}
public void CamPanning()
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
}
public void CamZooming()
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = pos.y * zoomSpeed * transform.forward;
transform.Translate(move, Space.World);
}
#endregion CustomMethods
}

Orthographic camera zoom with focus on a specific point

I have an orthographic camera and would like to implement a zoom feature to a specific point. I.e., imagine you have a picture and want to zoom to a specific part of the picture.
I know how to zoom in, the problem is to move the camera to a position that has the desired zone in focus.
How can I do so?
The camera's orthographicSize is the number of world space units in the top half of the viewport. If it's 0.5, then a 1 unit cube will exactly fill the viewport (vertically).
So to zoom in on your target region, center your camera on it (by setting (x,y) to the target's center) and set orthographicSize to half the region's height.
Here is an example to center and zoom to the extents of an object. (Zoom with LMB; 'R' to reset.)
public class OrthographicZoom : MonoBehaviour
{
private Vector3 defaultCenter;
private float defaultHeight; // height of orthographic viewport in world units
private void Start()
{
defaultCenter = camera.transform.position;
defaultHeight = 2f*camera.orthographicSize;
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Collider target = GetTarget();
if(target != null)
OrthoZoom(target.bounds.center, target.bounds.size.y); // Could directly set orthographicSize = bounds.extents.y
}
if (Input.GetKeyDown(KeyCode.R))
OrthoZoom(defaultCenter, defaultHeight);
}
private void OrthoZoom(Vector2 center, float regionHeight)
{
camera.transform.position = new Vector3(center.x, center.y, defaultCenter.z);
camera.orthographicSize = regionHeight/2f;
}
private Collider GetTarget()
{
var hit = new RaycastHit();
Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), out hit);
return hit.collider;
}
}
hope you find this code example useful, should be a copy / paste.
Note: this script assume it's attached to the camera object, otherwise you should adjust the transform to the camera object reference.
private float lastZoomDistance = float.PositiveInfinity; // remember that this should be reset to infinite on touch end
private float maxZoomOut = 200;
private float maxZoomIn = 50;
private float zoomSpeed = 2;
void Update() {
if (Input.touchCount >= 2) {
Vector2 touch0, touch1;
float distance;
Vector2 pos = new Vector2(transform.position.x, transform.position.y);
touch0 = Input.GetTouch(0).position - pos;
touch1 = Input.GetTouch(1).position - pos;
zoomCenter = (touch0 + touch1) / 2;
distance = Vector2.Distance(touch0, touch1);
if(lastZoomDistance == float.PositiveInfinity) {
lastZoomDistance = distance;
} else {
if(distance > lastZoomDistance && camera.orthographicSize + zoomSpeed <= maxZoomOut) {
this.camera.orthographicSize = this.camera.orthographicSize + zoomSpeed;
// Assuming script is attached to camera - otherwise, change the transform.position to the camera object
transform.position = Vector3.Lerp(transform.position, zoomCenter, Time.deltaTime);
} else if(distance < lastZoomDistance && camera.orthographicSize - zoomSpeed >= maxZoomIn) {
this.camera.orthographicSize = this.camera.orthographicSize - zoomSpeed;
transform.position = Vector3.Lerp(transform.position, zoomCenter, Time.deltaTime);
}
}
lastZoomDistance = distance;
}
}