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override void | SetResetValues (Vector3 offset, Quaternion rotation, float distance) |
| Set the initial values for the reset function More...
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override void | ResetCamera () |
| Reset the camera to initial values More...
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override Matrix4x4 | GetMatrix () |
| Return the matrix of the camera transform, in order to blend it when switching modes More...
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void | SetPositionByDistance (float v) |
| Converts a distance to a camera position More...
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override void | SetResetValues (Vector3 offset, Quaternion rotation, float distanceOrSize) |
| Set the initial values for the reset function More...
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override void | FocusCameraOnGameObject (GameObject go, bool allowYOffsetFromGround=false) |
| Focus the camera on a GameObject (distance animation) More...
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override void | FollowGameObject (GameObject go, bool doFocus, bool allowYOffsetFromGround=false) |
| Follow a game object More...
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virtual Matrix4x4 | GetMatrix () |
| Return the matrix of the camera transform, in order to blend it when switching modes More...
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void | SetGroundHeightAnimated (float newHeight, bool animate, float duration) |
| This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted. This version lets you animate it More...
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void | SetGroundHeight (float y) |
| This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted More...
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void | RotateFromVector (Vector2 delta) |
| Rotate the camera manually More...
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virtual void | ResetCamera () |
| Reset the camera to initial values More...
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virtual void | SetResetValues (Vector3 offset, Quaternion rotation, float distanceOrSize) |
| Set the initial values for the reset function More...
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void | MoveCameraToInstant (Vector3 targetPosition) |
| Moves the Camera offset position on ground to a new position, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, float targetDistanceOrSize) |
| Moves the Camera offset position on ground and distance from it, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, Vector2 targetRotation) |
| Moves the Camera offset position on ground and rotation, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, Quaternion targetRotation) |
| Moves the Camera offset position on ground and rotation, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, float targetDistanceOrSize, Vector2 targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, float targetDistanceOrSize, Quaternion targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, in 1 frame More...
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void | MoveCameraTo (Vector3 targetPosition) |
| Moves the Camera offset position on ground, animated More...
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void | MoveCameraTo (Vector3 targetPosition, float targetDistanceOrSize) |
| Moves the Camera offset position on ground, distance from it, animated More...
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void | MoveCameraTo (Vector3 targetPosition, Vector2 targetRotation) |
| Moves the Camera offset position on ground, and rotation, animated More...
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void | MoveCameraTo (Vector3 targetPosition, Quaternion targetRotation) |
| Moves the Camera offset position on ground, and rotation, animated More...
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void | MoveCameraTo (Vector3 targetPosition, float targetDistanceOrSize, Vector2 targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, animated More...
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void | MoveCameraTo (Vector3 targetPosition, float targetDistanceOrSize, Quaternion targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, animated More...
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void | FocusCamera (Vector3 targetPosition, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, float targetDistanceOrSize, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, Vector2 targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, Quaternion targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, float targetDistanceOrSize, Vector2 targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, float targetDistanceOrSize, Quaternion targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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virtual void | FocusCameraOnGameObject (GameObject go, bool allowYOffsetFromGround=false) |
| Focus the camera on a GameObject (distance animation) More...
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virtual void | FollowGameObject (GameObject go, bool doFocus, bool allowYOffsetFromGround=false) |
| Follow a game object More...
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void | StopFollow () |
| Stop follow/focus/moveto animations
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void | SetPositionByDistance (float distance) |
| Converts a distance to a camera position More...
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Matrix4x4 | GetMatrix () |
| Return the matrix of the camera transform, in order to blend it when switching modes More...
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void | SetGroundHeightAnimated (float newHeight, bool animate, float duration) |
| This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted. This version lets you animate it More...
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void | SetGroundHeight (float y) |
| This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted More...
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void | RotateFromVector (Vector2 delta) |
| Rotate the camera manually More...
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void | ResetCamera () |
| Reset the camera to initial values More...
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void | SetResetValues (Vector3 offset, Quaternion rotation, float distanceOrSize) |
| Set the initial values for the reset function More...
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void | MoveCameraToInstant (Vector3 targetPosition) |
| Moves the Camera offset position on ground to a new position, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, float targetDistance) |
| Moves the Camera offset position on ground and distance from it, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, Quaternion targetRotation) |
| Moves the Camera offset position on ground and rotation, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, Vector2 targetRotation) |
| Moves the Camera offset position on ground and rotation, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, float targetDistance, Vector2 targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, in 1 frame More...
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void | MoveCameraToInstant (Vector3 targetPosition, float targetDistance, Quaternion targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, in 1 frame More...
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void | MoveCameraTo (Vector3 targetPosition) |
| Moves the Camera offset position on ground, animated More...
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void | MoveCameraTo (Vector3 targetPosition, float targetDistance) |
| Moves the Camera offset position on ground, distance from it, animated More...
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void | MoveCameraTo (Vector3 targetPosition, Quaternion targetRotation) |
| Moves the Camera offset position on ground, and rotation, animated More...
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void | MoveCameraTo (Vector3 targetPosition, Vector2 targetRotation) |
| Moves the Camera offset position on ground, and rotation, animated More...
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void | MoveCameraTo (Vector3 targetPosition, float targetDistance, Vector2 targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, animated More...
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void | MoveCameraTo (Vector3 targetPosition, float targetDistance, Quaternion targetRotation) |
| Moves the Camera offset position on ground, distance from it and rotation, animated More...
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void | FocusCamera (Vector3 targetPosition, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, float targetDistance, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, Quaternion targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, Vector2 targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, float targetDistance, Vector2 targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCamera (Vector3 targetPosition, float targetDistance, Quaternion targetRotation, bool instant=false) |
| Alias of MoveCameraTo More...
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void | FocusCameraOnGameObject (GameObject go, bool allowYOffsetFromGround=false) |
| Focus the camera on a GameObject (distance animation) More...
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void | FollowGameObject (GameObject go, bool doFocus, bool allowYOffsetFromGround=false) |
| Follow a game object More...
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void | StopFollow () |
| Stop follow/focus/moveto animations More...
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override void | Init () |
| Init some camera parameters More...
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override Quaternion | GetInitialRotation () |
| Gives the initial rotation of the camera to be able to reset it later More...
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override void | OnBeforeSwitchPerspective (bool orthoMode) |
| Called just before the perspective switch happens More...
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override void | Init () |
| Init some camera parameters More...
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override void | FocusCamera (Vector3 targetPosition, bool changeDistance, float targetDistanceOrSize, bool changeRotation, Quaternion targetRotation, bool allowYOffsetFromGround=false, bool instant=false) |
| Setup the camera move animation More...
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void | HandleFocusAndFollow () |
| Handle the camera focus/follow/moveto
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virtual void | OnDestroy () |
| Destroys the component
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virtual void | Start () |
| Starts the camera script
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virtual void | Init () |
| Init some camera parameters More...
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virtual void | CreateConverter () |
| Create the depth converter between fingers on screen and the 3D World By default we use the scene y plan, to convert our finger's position More...
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virtual void | LateUpdate () |
| Some elements require a first Update call, so we need to know if it has been done
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virtual void | ApplyToCamera () |
| In case the camera is standalone (no CameraModeSwitcher) then this is apply the position and rotation to the camera More...
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bool | IsInputMatching (InputMapScrollWheel action) |
| Converts user inputs to actions More...
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bool | IsInputMatching (InputMapFingerPinch action) |
| Converts user inputs to actions More...
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bool | IsInputMatching (InputMapFingerDrag action) |
| Converts user inputs to actions More...
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bool | IsUsingCameraEdgeBoundaries () |
| Is the camera using camera edge boundaries instead of center mode More...
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Vector3 | ClampCameraCorners (Vector3 finalPosition, out bool clampApplied, bool bottomEdges=true, bool topEdges=true) |
| Method used to clamp the camera inside the boundaries collider More...
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virtual Vector3 | ClampInCameraBoundaries (Vector3 targetPosition) |
| Clamp any given point inside the boundaries collider on XZ plan. Y will be unchanged More...
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virtual void | OnBeforeSwitchPerspective (bool orthoMode) |
| Called just before the perspective switch happens More...
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virtual void | OnAfterSwitchPerspective (bool orthoMode) |
| Called just after the perspective switch happened More...
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void | OnRequestButtonAction (CameraEvents.Action action, bool active) |
| Catch event actions and interpret them More...
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virtual Vector3 | CalculateOffset (Vector3 pos, Quaternion rot) |
| Calculate the offset position on the ground, given the camera's position and rotation More...
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virtual Vector3 | CalculateOffset (Vector3 pos, Quaternion rot, float distance, float groundHeight) |
| Calculate the offset position on the ground, given the camera's position, rotation, distance from ground and ground height More...
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virtual Vector3 | CalculatePosition (Vector3 center, Quaternion rot, float distance) |
| Calculates the camera transform's position giving the offset, rotation and distance More...
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float | CalculateDistance (Vector3 pos, Quaternion rot) |
| Calculates the camera's distance from the ground, giving his transform position and rotation More...
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float | CalculateClampedDistance (Vector3 camPos, Vector3 worldPoint, Vector2 minMaxDistance, float multiplier=1) |
| Calculates a clamped distance after a zoom More...
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float | CalculateClampedDistance (Vector3 camPos, Vector3 worldPoint, float minMaxDistance, float multiplier=1) |
| Calculates a clamped distance after a zoom More...
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float | CalculateClampedDistance (float distance, Vector2 minMaxDistance) |
| Calculates a clamped distance More...
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float | CalculateClampedDistance (float distance, float minMaxDistance) |
| Calculates a clamped distance after a zoom More...
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virtual Quaternion | GetInitialRotation () |
| Gives the initial rotation of the camera to be able to reset it later More...
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virtual Vector2 | GetInitialRotationVec () |
| Gives the initial rotation as pitch/yaw vector of the camera to be able to reset it later More...
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float | GetRotationSensitivity () |
| Calculate the sensivity of the rotation from user's input More...
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virtual void | ClampRotation () |
| Clamp the rotation if needed
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float | ModularClamp (float val, float min, float max, float rangemin=-180f, float rangemax=180f) |
| Useful to clamp a rotation between two angles More...
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float | NormalizeAngle (float a) |
| Normalize an angle between -180 and 180 More...
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virtual Quaternion | GetRotationFromPitchYaw () |
| Converts pitch/yaw rotations to a quaternion More...
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virtual Quaternion | GetRotationFromPitchYaw (float pitch, float yaw) |
| Converts pitch/yaw rotations to a quaternion More...
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virtual Quaternion | GetRotationFromPitchYaw (Vector2 pitchYawVec) |
| Converts pitch/yaw rotations to a quaternion More...
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virtual Vector2 | GetRotationToPitchYaw () |
| Converts the quaternion rotation to pitch/yaw values More...
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virtual Vector2 | GetRotationToPitchYaw (Quaternion rot) |
| Converts the quaternion rotation to pitch/yaw values More...
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virtual Vector3 | GetRotateAroundVector () |
| indicates the vector for AngleAxis, to rotate around More...
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virtual void | FocusCamera (Vector3 targetPosition, bool changeDistance, float targetDistanceOrSize, bool changeRotation, Quaternion targetRotation, bool allowYOffsetFromGround=false, bool instant=false) |
| Setup the camera move animation More...
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virtual void | CalculateInertia () |
| Calculate the inertia of the camera base on previous frames
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virtual void | ApplyInertia () |
| Apply the inertia animation
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void | DebugInputs () |
| Debug feature if DEBUG_TCP compilation variable is added
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void | Log (string msg) |
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enum | InputMapFingerDrag { Translate
, RotateAround
, RotateHead
, None
} |
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enum | InputMapFingerPinch { ZoomAndRotate
, RotateOnly
, ZoomOnly
, None
} |
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enum | InputMapScrollWheel { ZoomUnderMouse
, ZoomInCenter
, None
} |
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Vector2 | minMaxDistance = new Vector2(3, 30) |
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float | initDistance = 10f |
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float | zoomSmoothness = 0f |
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float | fov = 55.0f |
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float | followDistanceMultiplier = 1f |
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bool | defaultMode |
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InputMapFingerDrag | rightClickDrag = InputMapFingerDrag.Translate |
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InputMapFingerDrag | middleClickDrag = InputMapFingerDrag.Translate |
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InputMapFingerDrag | oneFingerDrag = InputMapFingerDrag.RotateAround |
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InputMapFingerDrag | twoFingerDrag = InputMapFingerDrag.Translate |
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InputMapFingerPinch | twoFingerPinch = InputMapFingerPinch.ZoomAndRotate |
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InputMapScrollWheel | scrollWheel = InputMapScrollWheel.ZoomUnderMouse |
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float | groundHeight = 0f |
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Springs | groundHeightAnim |
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bool | allowPitchRotation = true |
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float | PitchSensitivity = 0.25f |
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bool | PitchClamp = true |
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Vector2 | PitchMinMax = new Vector2(5.0f, 90.0f) |
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bool | allowYawRotation = true |
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float | YawSensitivity = 0.25f |
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bool | YawClamp |
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Vector2 | YawMinMax = new Vector2(5.0f, 90.0f) |
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float | maxTranslationSpeed = 3f |
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float | focusRadiusMultiplier = 1f |
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Springs | followMove |
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FloatSpring | followMoveDistanceOrSize |
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Vector3Spring | followMoveOffset |
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QuaternionSpring | followMoveRotation |
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float | followRadiusMultiplier = 1f |
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float | followLerp = .1f |
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bool | enableTranslationInertia |
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Move | positionInertiaMove |
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Acceleration | positionAcceleration |
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float | positionInertiaForce = 1f |
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bool | enableRotationInertia |
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Move | rotationInertiaMove |
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Acceleration | rotationAcceleration |
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float | rotationInertiaForce = 1f |
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bool | standalone |
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ScreenDepth | HeightScreenDepth |
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Camera | cam |
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CameraBoundaries | camBounds |
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Vector3 | initOffset |
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Quaternion | initRotation |
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Vector3 | finalOffset |
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Vector3 | finalPosition |
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Quaternion | finalRotation |
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float | finalDistance |
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bool | disableMoves |
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float | currentPitch |
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float | currentYaw |
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float | deltaYaw |
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float | deltaPitch |
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Quaternion | twistRot |
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Vector3 | worldPointCameraCenter |
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Vector3 | worldPointFingersCenter |
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Vector3 | worldPointFingersDelta |
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Vector2 | initialRotation = new Vector2(35, 0) |
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GameObject | focusTargetGo |
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Vector3 | focusTargetPosition |
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float | focusTargetDistanceOrSize |
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Quaternion | focusTargetRotation |
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bool | enableFocusing |
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bool | enableRotationChange |
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bool | enableFollowGameObject |
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bool | isFocusingOrFollowing |
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bool | allowYOffsetFromGround |
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bool | prevFrameInterction |
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float | lastPrint |
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float | Fov [get] |
| Get the Field of view of the camera More...
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Quaternion | FinalRotation [get] |
| The final quaternion rotation of the camera transform
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Vector3 | FinalPosition [get] |
| The final position of the camera transform
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Vector3 | FinalOffset [get, set] |
| The final offset of the camera's center point on ground This is not the camera position. The center of the camera is projected on the ground, and this is it's position.
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float | FinalDistance [get] |
| This is the final distance between the camera's center point on the ground, and the camera transform's position
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bool | DisableMoves [get, set] |
| This blocks the user input moves, in order to move/animate the camera by script
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Vector2 | PitchAndYaw [get] |
| This returns the current Pitch and Yaw rotations of the camera
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float | Fov [get] |
| Get the Field of view of the camera More...
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bool | DisableMoves [get, set] |
| This blocks the user input moves, in order to animate the camera by script More...
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Quaternion | FinalRotation [get] |
| The final quaternion rotation of the camera transform More...
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Vector3 | FinalPosition [get] |
| The final position of the camera transform More...
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Vector3 | FinalOffset [get] |
| The final offset of the camera's center point on ground This is not the camera position. The center of the camera is projected on the ground, and this is it's position. More...
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float | FinalDistance [get] |
| This is the final distance between the camera's center point on the ground, and the camera transform's position More...
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Vector2 | PitchAndYaw [get] |
| This returns the current Pitch and Yaw rotations of the camera More...
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