Initial commit

This commit is contained in:
HussienX72u
2026-07-21 08:56:10 +03:00
commit 4017028111
9410 changed files with 2150500 additions and 0 deletions
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using System.Collections;
using UnityEngine;
public class CameraControl : MonoBehaviour
{
[Header("Dependencies")]
private BaseInputProvider inputProvider;
[Header("Settings")]
public Transform pivotPoint;
public LayerMask obstacleLayer;
[Header("Speeds")]
public float panSpeed = 0.5f;
public float rotateSpeed = 5.0f;
public float zoomSpeed = 5.0f;
public float minZoom = 2.0f;
public float maxZoom = 50.0f;
[Header("Smoothness")]
public bool enableSmoothing = true;
public float smoothTime = 0.1f;
// ---- Internal State ----
private Vector3 _targetPosition;
private Quaternion _targetRotation;
private float _targetZoom;
private Vector3 _currentVelocity;
private bool _isPanning;
private bool _isOrbiting;
private Vector2 _cursorScreenPos; // kept up to date by OnCursorMoved
private Camera _cam;
public bool isInputLocked = false;
private bool isInitialized = false;
// -------------------------------------------------------
// Lifecycle
// -------------------------------------------------------
private void Start()
{
_cam = GetComponent<Camera>();
if (pivotPoint == null)
{
var pivotObj = new GameObject("CameraPivot");
pivotObj.transform.position = transform.position + transform.forward * 10f;
pivotPoint = pivotObj.transform;
}
_targetPosition = pivotPoint.position;
_targetRotation = pivotPoint.rotation;
_targetZoom = Vector3.Distance(transform.position, pivotPoint.position);
inputProvider = InputProviderManager.getInstance()?.getCurrentInputProvider();
inputProvider.OnCursorMoved.AddListener(OnCursorMoved);
inputProvider.OnCursorDelta.AddListener(OnCursorDelta);
inputProvider.OnPanStart.AddListener(OnPanStart);
inputProvider.OnPanEnd.AddListener(OnPanEnd);
inputProvider.OnRotateStart.AddListener(OnRotateStart);
inputProvider.OnRotateEnd.AddListener(OnRotateEnd);
inputProvider.OnZoom.AddListener(OnZoom);
isInitialized = true;
}
private void OnEnable()
{
if (!isInitialized) return;
inputProvider.OnCursorMoved.AddListener(OnCursorMoved);
inputProvider.OnCursorDelta.AddListener(OnCursorDelta);
inputProvider.OnPanStart.AddListener(OnPanStart);
inputProvider.OnPanEnd.AddListener(OnPanEnd);
inputProvider.OnRotateStart.AddListener(OnRotateStart);
inputProvider.OnRotateEnd.AddListener(OnRotateEnd);
inputProvider.OnZoom.AddListener(OnZoom);
}
private void OnDisable()
{
inputProvider.OnCursorMoved.RemoveListener(OnCursorMoved);
inputProvider.OnCursorDelta.RemoveListener(OnCursorDelta);
inputProvider.OnPanStart.RemoveListener(OnPanStart);
inputProvider.OnPanEnd.RemoveListener(OnPanEnd);
inputProvider.OnRotateStart.RemoveListener(OnRotateStart);
inputProvider.OnRotateEnd.RemoveListener(OnRotateEnd);
inputProvider.OnZoom.RemoveListener(OnZoom);
}
private void LateUpdate() => ApplyMovement();
// -------------------------------------------------------
// Input event handlers
// -------------------------------------------------------
private void OnCursorMoved(Vector2 screenPos)
{
_cursorScreenPos = screenPos;
}
private void OnPanStart(Vector2 cursorScreenPos)
{
if (isInputLocked) return;
Ray ray = _cam.ScreenPointToRay(cursorScreenPos);
_isPanning = !Physics.Raycast(ray, out _, 1000f, obstacleLayer);
}
private void OnPanEnd() => _isPanning = false;
private void OnRotateStart()
{
if (!isInputLocked) _isOrbiting = true;
}
private void OnRotateEnd() => _isOrbiting = false;
private void OnCursorDelta(Vector2 delta)
{
if (_isPanning)
{
if (!InputModeManager.Is(InputMode.Camera)) return;
Vector3 move = -transform.right * (delta.x * panSpeed * 0.01f)
+ -transform.up * (delta.y * panSpeed * 0.01f);
_targetPosition += move;
}
if (_isOrbiting)
{
float mouseX = delta.x * rotateSpeed;
float mouseY = -delta.y * rotateSpeed;
Vector3 euler = _targetRotation.eulerAngles;
euler.y += mouseX;
euler.x += mouseY;
if (euler.x > 180f) euler.x -= 360f;
euler.x = Mathf.Clamp(euler.x, -85f, 85f);
_targetRotation = Quaternion.Euler(euler);
}
}
private void OnZoom(float scrollValue)
{
if (!InputModeManager.Is(InputMode.Camera)) return;
_targetZoom -= scrollValue * zoomSpeed * 0.05f;
_targetZoom = Mathf.Clamp(_targetZoom, minZoom, maxZoom);
}
// -------------------------------------------------------
// Movement application (unchanged logic)
// -------------------------------------------------------
private void ApplyMovement()
{
if (enableSmoothing)
{
pivotPoint.position = Vector3.SmoothDamp(
pivotPoint.position, _targetPosition, ref _currentVelocity, smoothTime);
pivotPoint.rotation = Quaternion.Slerp(
pivotPoint.rotation, _targetRotation, Time.deltaTime * (1f / smoothTime));
}
else
{
pivotPoint.position = _targetPosition;
pivotPoint.rotation = _targetRotation;
}
transform.position = pivotPoint.position - pivotPoint.forward * _targetZoom;
transform.LookAt(pivotPoint);
}
// -------------------------------------------------------
// Public API
// -------------------------------------------------------
public void SnapToDirection(Vector3 direction)
{
Vector3 cameraUp = Mathf.Abs(Vector3.Dot(direction, Vector3.up)) > 0.99f
? Vector3.forward
: Vector3.up;
_targetRotation = Quaternion.LookRotation(direction, cameraUp);
_targetPosition = pivotPoint.position;
_currentVelocity = Vector3.zero;
}
// -------------------------------------------------------
// Gizmos
// -------------------------------------------------------
private void OnDrawGizmos()
{
if (pivotPoint == null) return;
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(pivotPoint.position, 0.5f);
Gizmos.DrawLine(transform.position, pivotPoint.position);
Gizmos.color = Color.cyan;
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
Gizmos.DrawFrustum(Vector3.zero, GetComponent<Camera>().fieldOfView, maxZoom, minZoom, 1.0f);
}
}
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class ViewCubeController : MonoBehaviour
{
[Header("References")]
public Camera mainCam; // The Base Camera
public Camera viewCubeCam; // The Overlay Camera/Texture Camera
private CameraControl CameraController; // Your camera movement script
public RawImage viewCubeImage;
private EventTrigger eventTrigger;
private bool isPointerInViewCube = false;
[Header("Settings")]
private Transform cubeContainer;
public LayerMask viewCubeLayer;
// NEW: We need the RectTransform to calculate positions correctly
private RectTransform rawImageRect;
// NEW: Store the last ray for debugging in Gizmos
private Ray debugRay;
private void Start()
{
cubeContainer = transform;
if (mainCam) CameraController = mainCam.GetComponent<CameraControl>();
// Cache the RectTransform so we can access width/height later
rawImageRect = viewCubeImage.GetComponent<RectTransform>();
eventTrigger = viewCubeImage.GetComponent<EventTrigger>();
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerEnter;
entry.callback.AddListener((data) => { isPointerInViewCube = true; });
eventTrigger.triggers.Add(entry);
entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerExit;
entry.callback.AddListener((data) => { isPointerInViewCube = false; });
eventTrigger.triggers.Add(entry);
}
private void Update()
{
RotateCube();
if (CameraController != null)
{
CameraController.isInputLocked = isPointerInViewCube;
}
if (isPointerInViewCube)
{
CalculateCurrentRay();
}
DetectClick();
}
void RotateCube()
{
if (mainCam == null || cubeContainer == null) return;
cubeContainer.rotation = mainCam.transform.rotation;
}
// NEW FUNCTION: Handles the math to convert Screen Pixels -> UI Pixels -> Camera Ray
void CalculateCurrentRay()
{
Vector2 localPoint;
// 1. Convert Screen Mouse Point to a point inside the RawImage rectangle
// The 'null' param works for "Screen Space - Overlay" canvas.
// If your canvas is "Screen Space - Camera", pass the UI Camera instead of null.
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
rawImageRect,
Input.mousePosition,
null,
out localPoint))
{
// 2. Normalize positions to 0-1 range (Viewport coordinates)
// LocalPoint (0,0) is the center of the image. We shift it by +0.5 to make (0,0) the bottom-left.
float normalizedX = (localPoint.x / rawImageRect.rect.width) + 0.5f;
float normalizedY = (localPoint.y / rawImageRect.rect.height) + 0.5f;
// 3. Create the ray from the ViewCube Camera using these coordinates
debugRay = viewCubeCam.ViewportPointToRay(new Vector3(normalizedX, normalizedY, 0));
}
}
void DetectClick()
{
if (Input.GetMouseButtonDown(0) && isPointerInViewCube)
{
// We use the ray calculated in CalculateCurrentRay()
if (Physics.Raycast(debugRay, out RaycastHit hit, 100f, viewCubeLayer))
{
Debug.Log("View Cube Hit: " + hit.collider.name);
Vector3 targetDir = Vector3.zero;
switch (hit.collider.name)
{
case "Front": targetDir = Vector3.forward; break;
case "Back": targetDir = Vector3.back; break;
case "Left": targetDir = Vector3.left; break;
case "Right": targetDir = Vector3.right; break;
case "Top": targetDir = Vector3.up; break;
case "Bottom": targetDir = Vector3.down; break;
}
if (targetDir != Vector3.zero && CameraController != null)
{
CameraController.SnapToDirection(targetDir);
}
}
}
}
// DRAW GIZMOS: This will now draw the ray based on where your mouse is hovering
private void OnDrawGizmos()
{
if (viewCubeCam == null) return;
Gizmos.color = Color.red;
// Draw the ray stored in debugRay
Gizmos.DrawLine(debugRay.origin, debugRay.origin + debugRay.direction * 100f);
// Draw a small sphere at the ray start point to confirm it's coming from the camera
Gizmos.DrawSphere(debugRay.origin, 0.2f);
}
}
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