630 lines
27 KiB
C#
630 lines
27 KiB
C#
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#if !CINEMACHINE_NO_CM2_SUPPORT
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using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Unity.Cinemachine.TargetTracking;
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namespace Unity.Cinemachine
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{
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/// <summary>Tracks an object's velocity with a filter to determine a reasonably
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/// steady direction for the object's current trajectory.</summary>
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[Obsolete]
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public class HeadingTracker
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{
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struct Item
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{
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public Vector3 velocity;
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public float weight;
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public float time;
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};
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Item[] mHistory;
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int mTop;
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int mBottom;
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int mCount;
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Vector3 mHeadingSum;
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float mWeightSum = 0;
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float mWeightTime = 0;
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Vector3 mLastGoodHeading = Vector3.zero;
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/// <summary>Construct a heading tracker with a given filter size</summary>
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/// <param name="filterSize">The size of the filter. The larger the filter, the
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/// more constanct (and laggy) is the heading. 30 is pretty big.</param>
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public HeadingTracker(int filterSize)
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{
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mHistory = new Item[filterSize];
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float historyHalfLife = filterSize / 5f; // somewhat arbitrarily
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mDecayExponent = -Mathf.Log(2f) / historyHalfLife;
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ClearHistory();
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}
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/// <summary>Get the current filter size</summary>
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public int FilterSize { get { return mHistory.Length; } }
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void ClearHistory()
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{
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mTop = mBottom = mCount = 0;
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mWeightSum = 0;
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mHeadingSum = Vector3.zero;
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}
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static float mDecayExponent;
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static float Decay(float time) { return Mathf.Exp(time * mDecayExponent); }
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/// <summary>Add a new velocity frame. This should be called once per frame,
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/// unless the velocity is zero</summary>
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/// <param name="velocity">The object's velocity this frame</param>
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public void Add(Vector3 velocity)
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{
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if (FilterSize == 0)
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{
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mLastGoodHeading = velocity;
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return;
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}
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float weight = velocity.magnitude;
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if (weight > UnityVectorExtensions.Epsilon)
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{
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Item item = new Item();
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item.velocity = velocity;
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item.weight = weight;
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item.time = CinemachineCore.CurrentTime;
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if (mCount == FilterSize)
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PopBottom();
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++mCount;
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mHistory[mTop] = item;
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if (++mTop == FilterSize)
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mTop = 0;
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mWeightSum *= Decay(item.time - mWeightTime);
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mWeightTime = item.time;
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mWeightSum += weight;
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mHeadingSum += item.velocity;
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}
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}
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void PopBottom()
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{
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if (mCount > 0)
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{
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float time = CinemachineCore.CurrentTime;
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Item item = mHistory[mBottom];
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if (++mBottom == FilterSize)
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mBottom = 0;
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--mCount;
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float decay = Decay(time - item.time);
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mWeightSum -= item.weight * decay;
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mHeadingSum -= item.velocity * decay;
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if (mWeightSum <= UnityVectorExtensions.Epsilon || mCount == 0)
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ClearHistory();
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}
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}
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/// <summary>Decay the history. This should be called every frame.</summary>
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public void DecayHistory()
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{
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float time = CinemachineCore.CurrentTime;
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float decay = Decay(time - mWeightTime);
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mWeightSum *= decay;
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mWeightTime = time;
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if (mWeightSum < UnityVectorExtensions.Epsilon)
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ClearHistory();
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else
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mHeadingSum = mHeadingSum * decay;
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}
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/// <summary>Get the filtered heading.</summary>
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/// <returns>The filtered direction of motion</returns>
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public Vector3 GetReliableHeading()
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{
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// Update Last Good Heading
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if (mWeightSum > UnityVectorExtensions.Epsilon
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&& (mCount == mHistory.Length || mLastGoodHeading.AlmostZero()))
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{
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Vector3 h = mHeadingSum / mWeightSum;
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if (!h.AlmostZero())
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mLastGoodHeading = h.normalized;
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}
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return mLastGoodHeading;
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}
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}
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/// <summary>
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/// This is a deprecated component. Use CinemachineOrbitalFollow instead.
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/// </summary>
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[Obsolete("CinemachineOrbitalTransposer has been deprecated. Use CinemachineOrbitalFollow instead")]
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[AddComponentMenu("")] // Don't display in add component menu
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[SaveDuringPlay]
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[CameraPipeline(CinemachineCore.Stage.Body)]
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public class CinemachineOrbitalTransposer : CinemachineTransposer, AxisState.IRequiresInput
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{
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/// <summary>
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/// How the "forward" direction is defined. Orbital offset is in relation to the forward
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/// direction.
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/// </summary>
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[Serializable]
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public struct Heading
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{
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/// <summary>
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/// Sets the algorithm for determining the target's heading for purposes
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/// of re-centering the camera
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/// </summary>
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public enum HeadingDefinition
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{
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/// <summary>
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/// Target heading calculated from the difference between its position on
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/// the last update and current frame.
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/// </summary>
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PositionDelta,
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/// <summary>
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/// Target heading calculated from its <b>Rigidbody</b>'s velocity.
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/// If no <b>Rigidbody</b> exists, it will fall back
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/// to HeadingDerivationMode.PositionDelta
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/// </summary>
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Velocity,
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/// <summary>
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/// Target heading calculated from the Target <b>Transform</b>'s euler Y angle
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/// </summary>
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TargetForward,
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/// <summary>
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/// Default heading is a constant world space heading.
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/// </summary>
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WorldForward,
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}
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/// <summary>The method by which the 'default heading' is calculated if
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/// recentering to target heading is enabled</summary>
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[FormerlySerializedAs("m_HeadingDefinition")]
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[Tooltip("How 'forward' is defined. The camera will be placed by default behind the target. "
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+ "PositionDelta will consider 'forward' to be the direction in which the target is moving.")]
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public HeadingDefinition m_Definition;
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/// <summary>Size of the velocity sampling window for target heading filter.
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/// Used only if deriving heading from target's movement</summary>
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[Range(0, 10)]
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[Tooltip("Size of the velocity sampling window for target heading filter. This filters out "
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+ "irregularities in the target's movement. Used only if deriving heading from target's "
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+ "movement (PositionDelta or Velocity)")]
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public int m_VelocityFilterStrength;
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/// <summary>Additional Y rotation applied to the target heading.
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/// When this value is 0, the camera will be placed behind the target</summary>
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[Range(-180f, 180f)]
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[FormerlySerializedAs("m_HeadingBias")]
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[Tooltip("Where the camera is placed when the X-axis value is zero. This is a rotation in "
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+ "degrees around the Y axis. When this value is 0, the camera will be placed behind "
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+ "the target. Nonzero offsets will rotate the zero position around the target.")]
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public float m_Bias;
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/// <summary>Constructor</summary>
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/// <param name="def">The heading definition</param>
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/// <param name="filterStrength">The strength of the heading filter</param>
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/// <param name="bias">The heading bias</param>
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public Heading(HeadingDefinition def, int filterStrength, float bias)
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{
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m_Definition = def;
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m_VelocityFilterStrength = filterStrength;
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m_Bias = bias;
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}
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};
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/// <summary>The definition of Forward. Camera will follow behind.</summary>
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[Space]
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[Tooltip("The definition of Forward. Camera will follow behind.")]
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public Heading m_Heading = new Heading(Heading.HeadingDefinition.TargetForward, 4, 0);
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/// <summary>Parameters that control Automating Heading Recentering</summary>
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[Tooltip("Automatic heading recentering. The settings here defines how the camera "
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+ "will reposition itself in the absence of player input.")]
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public AxisState.Recentering m_RecenterToTargetHeading = new AxisState.Recentering(true, 1, 2);
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/// <summary>Axis representing the current heading. Value is in degrees
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/// and represents a rotation about the up vector</summary>
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[Tooltip("Heading Control. The settings here control the behaviour of the camera "
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+ "in response to the player's input.")]
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public AxisState m_XAxis = new AxisState(-180, 180, true, false, 300f, 0.1f, 0.1f, "Mouse X", true);
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/// <summary>
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/// Helper object that tracks the Follow target, with damping
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/// </summary>
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Tracker m_TargetTracker;
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/// <summary>Legacy support</summary>
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[SerializeField] [HideInInspector] [FormerlySerializedAs("m_Radius")] private float m_LegacyRadius = float.MaxValue;
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[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeightOffset")] private float m_LegacyHeightOffset = float.MaxValue;
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[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeadingBias")] private float m_LegacyHeadingBias = float.MaxValue;
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/// <summary>Legacy support for old serialized versions</summary>
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protected override void OnValidate()
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{
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// Upgrade after a legacy deserialize
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if (m_LegacyRadius != float.MaxValue
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&& m_LegacyHeightOffset != float.MaxValue
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&& m_LegacyHeadingBias != float.MaxValue)
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{
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m_FollowOffset = new Vector3(0, m_LegacyHeightOffset, -m_LegacyRadius);
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m_LegacyHeightOffset = m_LegacyRadius = float.MaxValue;
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m_Heading.m_Bias = m_LegacyHeadingBias;
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m_XAxis.m_MaxSpeed /= 10;
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m_XAxis.m_AccelTime /= 10;
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m_XAxis.m_DecelTime /= 10;
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m_LegacyHeadingBias = float.MaxValue;
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int heading = (int)m_Heading.m_Definition;
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if (m_RecenterToTargetHeading.LegacyUpgrade(ref heading, ref m_Heading.m_VelocityFilterStrength))
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m_Heading.m_Definition = (Heading.HeadingDefinition)heading;
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}
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m_XAxis.Validate();
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m_RecenterToTargetHeading.Validate();
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base.OnValidate();
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}
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/// <summary>
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/// Drive the x-axis setting programmatically.
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/// Automatic heading updating will be disabled.
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/// </summary>
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[FormerlySerializedAs("m_HeadingIsSlave")]
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[HideInInspector, NoSaveDuringPlay]
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public bool m_HeadingIsDriven = false;
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/// <summary>
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/// Delegate that allows the the m_XAxis object to be replaced with another one.
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/// </summary>
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internal delegate float UpdateHeadingDelegate(
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CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up);
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/// <summary>
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/// Delegate that allows the the XAxis object to be replaced with another one.
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/// To use it, just call orbital.UpdateHeading() with a reference to a
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/// private AxisState object, and that AxisState object will be updated and
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/// used to calculate the heading.
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/// </summary>
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internal UpdateHeadingDelegate HeadingUpdater
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= (CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up) => {
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return orbital.UpdateHeading(
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deltaTime, up, ref orbital.m_XAxis,
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ref orbital.m_RecenterToTargetHeading,
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CinemachineCore.IsLive(orbital.VirtualCamera));
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};
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/// <summary>
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/// Update the X axis and calculate the heading. This can be called by a delegate
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/// with a custom axis. Note that this method is obsolete.
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/// </summary>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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/// <param name="up">World Up, set by the CinemachineBrain</param>
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/// <param name="axis">The axis whose heading to update.</param>
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/// <returns>Axis value</returns>
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public float UpdateHeading(float deltaTime, Vector3 up, ref AxisState axis)
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{
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return UpdateHeading(deltaTime, up, ref axis, ref m_RecenterToTargetHeading, true);
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}
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/// <summary>
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/// Update the X axis and calculate the heading. This can be called by a delegate
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/// with a custom axis.
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/// </summary>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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/// <param name="up">World Up, set by the CinemachineBrain</param>
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/// <param name="axis">The axis whose heading to update.</param>
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/// <param name="recentering">The recentering state.</param>
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/// <param name="isLive">true if the vcam is live</param>
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/// <returns>Axis value</returns>
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public float UpdateHeading(
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float deltaTime, Vector3 up, ref AxisState axis,
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ref AxisState.Recentering recentering, bool isLive)
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{
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if (m_BindingMode == BindingMode.LazyFollow)
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{
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axis.m_MinValue = -180;
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axis.m_MaxValue = 180;
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}
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// Only read joystick when game is playing
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if (deltaTime < 0 || !VirtualCamera.PreviousStateIsValid || !isLive)
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{
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axis.Reset();
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recentering.CancelRecentering();
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}
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else if (axis.Update(deltaTime))
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recentering.CancelRecentering();
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if (m_BindingMode == BindingMode.LazyFollow)
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{
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float finalHeading = axis.Value;
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axis.Value = 0;
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return finalHeading;
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}
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var state = VcamState;
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float targetHeading = GetTargetHeading(
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axis.Value, m_TargetTracker.GetReferenceOrientation(this, m_BindingMode, Vector3.zero, up, ref state));
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recentering.DoRecentering(ref axis, deltaTime, targetHeading);
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return axis.Value;
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}
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/// <summary>
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/// Standard OnEnable call. Updates the input axis provider.
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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// GML todo: do we really need this?
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m_PreviousTarget = null;
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m_LastTargetPosition = Vector3.zero;
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UpdateInputAxisProvider();
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}
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/// <summary>Returns true if this object requires user input from a IInputAxisProvider.</summary>
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/// <returns>Returns true when input is required.</returns>
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bool AxisState.IRequiresInput.RequiresInput() => true;
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// API for the inspector. Internal use only
|
||
|
|
/// </summary>
|
||
|
|
internal void UpdateInputAxisProvider()
|
||
|
|
{
|
||
|
|
m_XAxis.SetInputAxisProvider(0, null);
|
||
|
|
if (!m_HeadingIsDriven && VirtualCamera != null)
|
||
|
|
{
|
||
|
|
var provider = VirtualCamera.GetComponent<AxisState.IInputAxisProvider>();
|
||
|
|
if (provider != null)
|
||
|
|
m_XAxis.SetInputAxisProvider(0, provider);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
private Vector3 m_LastTargetPosition = Vector3.zero;
|
||
|
|
private HeadingTracker mHeadingTracker;
|
||
|
|
#if CINEMACHINE_PHYSICS
|
||
|
|
private Rigidbody m_TargetRigidBody = null;
|
||
|
|
#endif
|
||
|
|
private Transform m_PreviousTarget;
|
||
|
|
private Vector3 m_LastCameraPosition;
|
||
|
|
|
||
|
|
/// <summary>This is called to notify the user that a target got warped,
|
||
|
|
/// so that we can update its internal state to make the camera
|
||
|
|
/// also warp seamlessly.</summary>
|
||
|
|
/// <param name="target">The object that was warped</param>
|
||
|
|
/// <param name="positionDelta">The amount the target's position changed</param>
|
||
|
|
public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
|
||
|
|
{
|
||
|
|
base.OnTargetObjectWarped(target, positionDelta);
|
||
|
|
if (target == FollowTarget)
|
||
|
|
{
|
||
|
|
m_LastTargetPosition += positionDelta;
|
||
|
|
m_LastCameraPosition += positionDelta;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Force the virtual camera to assume a given position and orientation
|
||
|
|
/// </summary>
|
||
|
|
/// <param name="pos">Worldspace position to take</param>
|
||
|
|
/// <param name="rot">Worldspace orientation to take</param>
|
||
|
|
public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
|
||
|
|
{
|
||
|
|
base.ForceCameraPosition(pos, rot);
|
||
|
|
m_LastCameraPosition = pos;
|
||
|
|
m_XAxis.Value = GetAxisClosestValue(pos, VirtualCamera.State.ReferenceUp);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>Notification that this virtual camera is going live.
|
||
|
|
/// Base class implementation does nothing.</summary>
|
||
|
|
/// <param name="fromCam">The camera being deactivated. May be null.</param>
|
||
|
|
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
|
||
|
|
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
|
||
|
|
/// <returns>True if the vcam should do an internal update as a result of this call</returns>
|
||
|
|
public override bool OnTransitionFromCamera(
|
||
|
|
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
|
||
|
|
{
|
||
|
|
m_RecenterToTargetHeading.DoRecentering(ref m_XAxis, -1, 0);
|
||
|
|
m_RecenterToTargetHeading.CancelRecentering();
|
||
|
|
if (fromCam != null //&& fromCam.Follow == FollowTarget
|
||
|
|
&& m_BindingMode != BindingMode.LazyFollow
|
||
|
|
&& (VirtualCamera.State.BlendHint & CameraState.BlendHints.InheritPosition) != 0
|
||
|
|
&& !CinemachineCore.IsLiveInBlend(VirtualCamera))
|
||
|
|
{
|
||
|
|
m_XAxis.Value = GetAxisClosestValue(fromCam.State.RawPosition, worldUp);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// What axis value would we need to get as close as possible to the desired cameraPos?
|
||
|
|
/// </summary>
|
||
|
|
/// <param name="cameraPos">camera position we would like to approximate</param>
|
||
|
|
/// <param name="up">world up</param>
|
||
|
|
/// <returns>The best value to put into the X axis, to approximate the desired camera pos</returns>
|
||
|
|
public float GetAxisClosestValue(Vector3 cameraPos, Vector3 up)
|
||
|
|
{
|
||
|
|
var state = VcamState;
|
||
|
|
Quaternion orient = m_TargetTracker.GetReferenceOrientation(this, m_BindingMode, Vector3.zero, up, ref state);
|
||
|
|
Vector3 fwd = (orient * Vector3.forward).ProjectOntoPlane(up);
|
||
|
|
if (!fwd.AlmostZero() && FollowTarget != null)
|
||
|
|
{
|
||
|
|
// Get the base camera placement
|
||
|
|
float heading = 0;
|
||
|
|
if (m_BindingMode != BindingMode.LazyFollow)
|
||
|
|
heading += m_Heading.m_Bias;
|
||
|
|
orient = orient * Quaternion.AngleAxis(heading, up);
|
||
|
|
Vector3 targetPos = FollowTargetPosition;
|
||
|
|
Vector3 pos = targetPos + orient * EffectiveOffset;
|
||
|
|
|
||
|
|
Vector3 a = (pos - targetPos).ProjectOntoPlane(up);
|
||
|
|
Vector3 b = (cameraPos - targetPos).ProjectOntoPlane(up);
|
||
|
|
return Vector3.SignedAngle(a, b, up);
|
||
|
|
}
|
||
|
|
return m_LastHeading; // Can't calculate, stay conservative
|
||
|
|
}
|
||
|
|
|
||
|
|
float m_LastHeading;
|
||
|
|
|
||
|
|
/// <summary>Positions the virtual camera according to the transposer rules.</summary>
|
||
|
|
/// <param name="curState">The current camera state</param>
|
||
|
|
/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
|
||
|
|
public override void MutateCameraState(ref CameraState curState, float deltaTime)
|
||
|
|
{
|
||
|
|
m_TargetTracker.InitStateInfo(this, deltaTime, m_BindingMode, Vector3.zero, curState.ReferenceUp);
|
||
|
|
|
||
|
|
// Update the heading
|
||
|
|
if (FollowTarget != m_PreviousTarget)
|
||
|
|
{
|
||
|
|
m_PreviousTarget = FollowTarget;
|
||
|
|
#if CINEMACHINE_PHYSICS
|
||
|
|
m_TargetRigidBody = (m_PreviousTarget == null) ? null : m_PreviousTarget.GetComponent<Rigidbody>();
|
||
|
|
#endif
|
||
|
|
m_LastTargetPosition = (m_PreviousTarget == null) ? Vector3.zero : m_PreviousTarget.position;
|
||
|
|
mHeadingTracker = null;
|
||
|
|
}
|
||
|
|
m_LastHeading = HeadingUpdater(this, deltaTime, curState.ReferenceUp);
|
||
|
|
float heading = m_LastHeading;
|
||
|
|
if (IsValid)
|
||
|
|
{
|
||
|
|
// Calculate the heading
|
||
|
|
if (m_BindingMode != BindingMode.LazyFollow)
|
||
|
|
heading += m_Heading.m_Bias;
|
||
|
|
Quaternion headingRot = Quaternion.AngleAxis(heading, Vector3.up);
|
||
|
|
|
||
|
|
Vector3 rawOffset = EffectiveOffset;
|
||
|
|
Vector3 offset = headingRot * rawOffset;
|
||
|
|
|
||
|
|
// Track the target, with damping
|
||
|
|
m_TargetTracker.TrackTarget(
|
||
|
|
this, deltaTime, curState.ReferenceUp, offset, TrackerSettings, Vector3.zero, ref curState,
|
||
|
|
out Vector3 pos, out Quaternion orient);
|
||
|
|
|
||
|
|
// Place the camera
|
||
|
|
offset = orient * offset;
|
||
|
|
curState.ReferenceUp = orient * Vector3.up;
|
||
|
|
|
||
|
|
// Respect minimum target distance on XZ plane
|
||
|
|
var targetPosition = FollowTargetPosition;
|
||
|
|
pos += m_TargetTracker.GetOffsetForMinimumTargetDistance(
|
||
|
|
this, pos, offset, curState.RawOrientation * Vector3.forward,
|
||
|
|
curState.ReferenceUp, targetPosition);
|
||
|
|
curState.RawPosition = pos + offset;
|
||
|
|
|
||
|
|
if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
|
||
|
|
{
|
||
|
|
var lookAt = targetPosition;
|
||
|
|
if (LookAtTarget != null)
|
||
|
|
lookAt = LookAtTargetPosition;
|
||
|
|
var dir0 = m_LastCameraPosition - lookAt;
|
||
|
|
var dir1 = curState.RawPosition - lookAt;
|
||
|
|
if (dir0.sqrMagnitude > 0.01f && dir1.sqrMagnitude > 0.01f)
|
||
|
|
curState.RotationDampingBypass = curState.RotationDampingBypass
|
||
|
|
* UnityVectorExtensions.SafeFromToRotation(dir0, dir1, curState.ReferenceUp);
|
||
|
|
}
|
||
|
|
m_LastTargetPosition = targetPosition;
|
||
|
|
m_LastCameraPosition = curState.RawPosition;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>Internal API for the Inspector Editor, so it can draw a marker at the target</summary>
|
||
|
|
/// <param name="worldUp">Current effective world up</param>
|
||
|
|
/// <returns>The position of the Follow target</returns>
|
||
|
|
internal override Vector3 GetTargetCameraPosition(Vector3 worldUp)
|
||
|
|
{
|
||
|
|
if (!IsValid)
|
||
|
|
return Vector3.zero;
|
||
|
|
float heading = m_LastHeading;
|
||
|
|
if (m_BindingMode != BindingMode.LazyFollow)
|
||
|
|
heading += m_Heading.m_Bias;
|
||
|
|
var state = VcamState;
|
||
|
|
Quaternion orient = Quaternion.AngleAxis(heading, Vector3.up);
|
||
|
|
orient = m_TargetTracker.GetReferenceOrientation(this, m_BindingMode, Vector3.zero, worldUp, ref state) * orient;
|
||
|
|
var pos = orient * EffectiveOffset;
|
||
|
|
pos += m_LastTargetPosition;
|
||
|
|
return pos;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Make sure this is calld only once per frame
|
||
|
|
private float GetTargetHeading(float currentHeading, Quaternion targetOrientation)
|
||
|
|
{
|
||
|
|
if (m_BindingMode == BindingMode.LazyFollow)
|
||
|
|
return 0;
|
||
|
|
if (FollowTarget == null)
|
||
|
|
return currentHeading;
|
||
|
|
|
||
|
|
var headingDef = m_Heading.m_Definition;
|
||
|
|
#if CINEMACHINE_PHYSICS
|
||
|
|
if (headingDef == Heading.HeadingDefinition.Velocity && m_TargetRigidBody == null)
|
||
|
|
headingDef = Heading.HeadingDefinition.PositionDelta;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
Vector3 velocity = Vector3.zero;
|
||
|
|
switch (headingDef)
|
||
|
|
{
|
||
|
|
case Heading.HeadingDefinition.Velocity:
|
||
|
|
#if CINEMACHINE_PHYSICS
|
||
|
|
#if UNITY_6000_0_OR_NEWER
|
||
|
|
velocity = m_TargetRigidBody.linearVelocity;
|
||
|
|
#else
|
||
|
|
velocity = m_TargetRigidBody.velocity;
|
||
|
|
#endif
|
||
|
|
break;
|
||
|
|
#endif
|
||
|
|
case Heading.HeadingDefinition.PositionDelta:
|
||
|
|
velocity = FollowTargetPosition - m_LastTargetPosition;
|
||
|
|
break;
|
||
|
|
case Heading.HeadingDefinition.TargetForward:
|
||
|
|
velocity = FollowTargetRotation * Vector3.forward;
|
||
|
|
break;
|
||
|
|
default:
|
||
|
|
case Heading.HeadingDefinition.WorldForward:
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Process the velocity and derive the heading from it.
|
||
|
|
Vector3 up = targetOrientation * Vector3.up;
|
||
|
|
velocity = velocity.ProjectOntoPlane(up);
|
||
|
|
if (headingDef != Heading.HeadingDefinition.TargetForward)
|
||
|
|
{
|
||
|
|
int filterSize = m_Heading.m_VelocityFilterStrength * 5;
|
||
|
|
if (mHeadingTracker == null || mHeadingTracker.FilterSize != filterSize)
|
||
|
|
mHeadingTracker = new HeadingTracker(filterSize);
|
||
|
|
mHeadingTracker.DecayHistory();
|
||
|
|
if (!velocity.AlmostZero())
|
||
|
|
mHeadingTracker.Add(velocity);
|
||
|
|
velocity = mHeadingTracker.GetReliableHeading();
|
||
|
|
}
|
||
|
|
if (!velocity.AlmostZero())
|
||
|
|
return UnityVectorExtensions.SignedAngle(
|
||
|
|
targetOrientation * Vector3.forward, velocity, up);
|
||
|
|
|
||
|
|
// If no reliable heading, then stay where we are.
|
||
|
|
return currentHeading;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Helper to upgrade to CM3
|
||
|
|
internal void UpgradeToCm3(CinemachineOrbitalFollow c)
|
||
|
|
{
|
||
|
|
c.TrackerSettings = TrackerSettings;
|
||
|
|
c.OrbitStyle = CinemachineOrbitalFollow.OrbitStyles.Sphere;
|
||
|
|
c.Radius = -m_FollowOffset.z;
|
||
|
|
|
||
|
|
c.HorizontalAxis.Range = new Vector2(m_XAxis.m_MinValue, m_XAxis.m_MaxValue);
|
||
|
|
c.HorizontalAxis.Wrap = m_XAxis.m_Wrap;
|
||
|
|
c.HorizontalAxis.Center = c.HorizontalAxis.ClampValue(0);
|
||
|
|
c.HorizontalAxis.Value = c.HorizontalAxis.ClampValue(m_XAxis.Value);
|
||
|
|
c.HorizontalAxis.Recentering = new ()
|
||
|
|
{
|
||
|
|
Enabled = m_RecenterToTargetHeading.m_enabled,
|
||
|
|
Time = m_RecenterToTargetHeading.m_RecenteringTime,
|
||
|
|
Wait = m_RecenterToTargetHeading.m_WaitTime
|
||
|
|
};
|
||
|
|
|
||
|
|
c.VerticalAxis.Center = c.VerticalAxis.Value = m_FollowOffset.y;
|
||
|
|
c.VerticalAxis.Range = new Vector2(c.VerticalAxis.Center, c.VerticalAxis.Center);
|
||
|
|
|
||
|
|
c.RadialAxis.Range = Vector2.one;
|
||
|
|
c.RadialAxis.Center = c.HorizontalAxis.Value = 1;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
#endif
|