Reputation: 487
I'm trying to implement a system where my camera will zoom in on the front face of a gameobject and I can then rotate around it with clamping.
I've managed to get it work, though I'm guessing I've done it totally wrong - Basically I'm expecting actualAngle to be NEGATIVE when I pan to the left and POSITIVE when I pan to the right.
It does work for targets that have no rotation but not for targets that do have a rotation as the centred angle is not zero.
Here's my function:
float _prevMousePosX;
void RotateCamera()
{
//Allow min -30 degrees when panning to the left
minXLimit = -50;
//And max 30 degrees when panning to the right
maxXLimit = 50;
//Work out how much the mouse has moved
var mouseX = Input.GetAxis("Mouse X");
Vector3 angle = target.position + target.rotation * transform.position * -1;
var actualAngle = angle.x;
//The angle is very small so times it by 100
actualAngle = actualAngle * 100;
//This angle is not defaulting to zero before any rotation has occurred when the game object has a rotation other than zero - I think I should be taking into account the existing rotation somehow
Debug.Log(actualAngle);
//The rest of this code is working correctly
if ((actualAngle > minXLimit && actualAngle < maxXLimit && isMoving))
{
//No - Allow rotating in either direction horizontally
if(isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
} else
{
//Yes, it's more than 30 degrees either left or right
//Work out which way wer're trying to drag the mouse and whether we should allow rotation further in that direction
if (mouseX>0 && actualAngle < minXLimit)
{
//Don't allow?
}
else if (mouseX<0 && actualAngle < minXLimit)
{
//Allow rotating back
if (isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
}
else
{
//Mouse isn't moving
}
if (mouseX>0 && actualAngle > maxXLimit)
{
//Allow rotating back
if (isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
}
else if(mouseX<0 && actualAngle > maxXLimit)
{
//Don't allow rotating in this direction any further
} else
{
//Mouse isn't moving
}
}
_prevMousePosX = mouseX;
}
Upvotes: 0
Views: 252
Reputation: 487
Issue resolved.
//Work out how close we are to facing each other
//We can minus 180 because we'll always be facing each other, but just not always directly
var newAngle = Quaternion.Angle(target.rotation, transform.rotation) -180;
//Then we need to work out whether we are to it's left or it's right
float rotateDirection = (((transform.eulerAngles.y - target.eulerAngles.y) + 360f) % 360f) > 180.0f ? 1 : -1;
var actualAngle = newAngle;
//And finally we can negate our degrees if we're to it's left
actualAngle = actualAngle * rotateDirection;
You can then use actualAngle to clamp your rotation as I do above.
Upvotes: 1