Reputation: 1522
This question is about Unity3D. I want to create a navigation similar to Google Earth where you click and drag on a sphere and let the camera orbit accordingly. It is important that the point that was grabbed is always under the mouse position while dragging. The navigation should also work if I zoom close to the sphere. I do not want to rotate the sphere itself. Just exactly like Google Earth does it.
My attempt is to project the mouse position to the sphere if I start to drag. On the next frame I do the same and calculate the angle between the start drag and end drag position.
private void RotateCamera(Vector3 dragStart, Vector3 dragEnd)
{
// calc the rotation of the drag
float angle = Vector3.Angle(dragStart, dragEnd);
// rotate the camera around the sphere
Camera.main.transform.RotateAround(sphere), Vector3.up, angle);
}
I thought of using Unitys RotateAround method to rotate the camera with the calculated angle. Unfortunately I do not have the rotation vector (using Vector3.up in the example is obviously wrong). Does somebody know how I can calculate this vector to apply it for the method? Am I on the right direction to implement the Google Earth navigation?
Thank You!
UPDATE I am very close with a new solution. I project the drag vectors to a down and a right plane to get the angles. Afterwards I rotate the camera around up and left. This works well until I reach the poles of the sphere. The camera rotates a lot around itself if I reach a pole.
private void RotateCamera(Vector3 dragStart, Vector3 dragEnd)
{
Vector3 plane = Vector3.down;
var a = Vector3.ProjectOnPlane(dragStart, plane);
var b = Vector3.ProjectOnPlane(dragEnd, plane);
float up = Vector3.SignedAngle(a, b, plane);
plane = Vector3.right;
a = Vector3.ProjectOnPlane(dragStart, plane);
b = Vector3.ProjectOnPlane(dragEnd, plane);
float left = Vector3.SignedAngle(a, b, plane);
Camera.main.transform.RotateAround(_sphere, Vector3.up, up);
Camera.main.transform.RotateAround(_sphere, Vector3.left, left);
}
Upvotes: 1
Views: 1561
Reputation: 1522
Turns out that is was easier than I expected. I thought about calculating the rotation axis and came to the conclusion that is must be the cross product of the start and end vector. Take a look at the solution. The RotateCamera method is where the math magic happens :)
public class GoogleEarthControls : MonoBehaviour
{
private const int SpehreRadius = 1;
private Vector3? _mouseStartPos;
private Vector3? _currentMousePos;
void Start () {
// init the camera to look at this object
Vector3 cameraPos = new Vector3(
transform.position.x,
transform.position.y,
transform.position.z - 2);
Camera.main.transform.position = cameraPos;
Camera.main.transform.LookAt(transform.position);
}
private void Update()
{
if (Input.GetMouseButtonDown(0)) _mouseStartPos = GetMouseHit();
if (_mouseStartPos != null) HandleDrag();
if (Input.GetMouseButtonUp(0)) HandleDrop();
}
private void HandleDrag()
{
_currentMousePos = GetMouseHit();
RotateCamera((Vector3) _mouseStartPos, (Vector3)_currentMousePos);
}
private void HandleDrop()
{
_mouseStartPos = null;
_currentMousePos = null;
}
private void RotateCamera(Vector3 dragStartPosition, Vector3 dragEndPosition)
{
// in case the spehre model is not a perfect sphere..
dragEndPosition = dragEndPosition.normalized * SpehreRadius;
dragStartPosition = dragStartPosition.normalized * SpehreRadius;
// calc a vertical vector to rotate around..
var cross = Vector3.Cross(dragEndPosition, dragStartPosition);
// calc the angle for the rotation..
var angle = Vector3.SignedAngle(dragEndPosition, dragStartPosition, cross);
// roatate around the vector..
Camera.main.transform.RotateAround(transform.position, cross, angle);
}
/**
* Projects the mouse position to the sphere and returns the intersection point.
*/
private static Vector3? GetMouseHit()
{
// make sure there is a shepre mesh with a colider centered at this game object
// with a radius of SpehreRadius
RaycastHit hit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit))
{
return hit.point;
}
return null;
}
}
Upvotes: 3
Reputation: 471
Basic rotation based on mouse drag, based on what you have:
Transform camTransform = Camera.main.transform;
if (Input.GetMouseButton(0))
{
camTransform.RotateAround(currentLookTargetTransform.position, -camTransform.right * Input.GetAxis("Mouse Y") + camTransform.up * Input.GetAxis("Mouse X"), 120 * Time.deltaTime);
}
You can multiply the relative direction by the mouse change value to get the axis. Then you can supplant your clamp points in; but the point was to rotate it relatively.
Upvotes: 1