Created
November 20, 2018 10:16
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Mouse gimbal controller for Unity.
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using UnityEngine; | |
public class MouseGimbal : MonoBehaviour | |
{ | |
[SerializeField] [Range(0,89)] float maxRotationDegrees = 10.0f; // At 90+ gimbal oddities must be dealt with. | |
[SerializeField] bool ClampToMaxRotationDegrees = true; // Disable for free rotation. | |
[SerializeField] float rotationSpeed = 10.0f; | |
const float fullArc = 360.0f; | |
const float halfArc = 180.0f; | |
const float nullArc = 0.0f; | |
void Update () { Tilt(); } | |
void Tilt() | |
{ | |
// Apply the 'pre-clamp' rotation (rotation-Z and rotation-X from X & Y of mouse, respectively). | |
if (maxRotationDegrees > 0) { SimpleRotation(GetMouseInput()); } | |
// Clamp rotation to maxRotationDegrees. | |
if (ClampToMaxRotationDegrees) { ClampRotation(transform.rotation.eulerAngles); } | |
} | |
void ClampRotation(Vector3 tempEulers) | |
{ | |
tempEulers.x = ClampPlane(tempEulers.x); | |
tempEulers.z = ClampPlane(tempEulers.z); | |
tempEulers.y = nullArc; // ClampPlane(tempEulers.y); // *See GIST note below... | |
transform.rotation = Quaternion.Euler(tempEulers); | |
///Debug.Log(tempEulers); | |
} | |
float ClampPlane(float plane) | |
{ | |
if (OkayLow(plane) || OkayHigh(plane)) DoNothing(); // Plane 'in range'. | |
else if (BadLow(plane)) plane = Mathf.Clamp(plane, nullArc, maxRotationDegrees); | |
else if (BadHigh(plane)) plane = Mathf.Clamp(plane, fullArc - maxRotationDegrees, fullArc); | |
else Debug.LogWarning("WARN: invalid plane condition"); | |
return plane; | |
} | |
Vector2 GetMouseInput() | |
{ | |
Vector2 mouseXY; | |
mouseXY.x = -Input.GetAxis("Mouse X"); // MouseX -> rotZ. | |
mouseXY.y = Input.GetAxis("Mouse Y"); // MouseY -> rotX. | |
return mouseXY; | |
} | |
void SimpleRotation(Vector2 mouseXY) | |
{ | |
Vector3 rotation = Vector3.zero; | |
rotation.x = mouseXY.y * Time.deltaTime * rotationSpeed; | |
rotation.z = mouseXY.x * Time.deltaTime * rotationSpeed; | |
transform.Rotate(rotation, Space.Self); | |
} | |
void DoNothing() { } | |
bool OkayHigh(float test) { return (test >= fullArc - maxRotationDegrees && test <= fullArc); } | |
bool OkayLow(float test) { return (test >= nullArc && test <= maxRotationDegrees); } | |
bool BadHigh(float test) { return (test > halfArc && !OkayHigh(test)); } | |
bool BadLow(float test) { return (test < halfArc && !OkayLow(test)); } | |
} |
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Notes on the Y-plane: You can clamp it to zero, or you can clamp it the same as X & Z, or, you could extend the code and clamp it in it's own unique way.
*If you toggle the bool: ClampToMaxRotationDegrees to false, none of the planes will clamp.
Notes on angle values: If you watch the object in the inspector, you'll see the angles clamping to +/- 10 (or whatever angle you've set in the inspector). But wait, you say, we're clamping them to 0 thru 10 or 350 thru 360 only! Both things are true, and that's probably why you were getting unexpected results using a 'minRotation' of negative 10.
*If you set the Rotate() on line 55 to Space.World, your results will be fairly un-predictable, in proportion to the maxRotationDegrees you are using.