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- #if !UNITY_2019_3_OR_NEWER
- #define CINEMACHINE_PHYSICS
- #define CINEMACHINE_PHYSICS_2D
- #endif
- using System;
- using UnityEngine;
- using Cinemachine.Utility;
- using UnityEngine.Serialization;
- namespace Cinemachine
- {
- /// <summary>
- /// This is a CinemachineComponent in the the Body section of the component pipeline.
- /// Its job is to position the camera in a variable relationship to a the vcam's
- /// Follow target object, with offsets and damping.
- ///
- /// This component is typically used to implement a camera that follows its target.
- /// It can accept player input from an input device, which allows the player to
- /// dynamically control the relationship between the camera and the target,
- /// for example with a joystick.
- ///
- /// The OrbitalTransposer introduces the concept of __Heading__, which is the direction
- /// in which the target is moving, and the OrbitalTransposer will attempt to position
- /// the camera in relationship to the heading, which is by default directly behind the target.
- /// You can control the default relationship by adjusting the Heading Bias setting.
- ///
- /// If you attach an input controller to the OrbitalTransposer, then the player can also
- /// control the way the camera positions itself in relation to the target heading. This allows
- /// the camera to move to any spot on an orbit around the target.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [AddComponentMenu("")] // Don't display in add component menu
- [SaveDuringPlay]
- public class CinemachineOrbitalTransposer : CinemachineTransposer
- {
- /// <summary>
- /// How the "forward" direction is defined. Orbital offset is in relation to the forward
- /// direction.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [Serializable]
- public struct Heading
- {
- /// <summary>
- /// Sets the algorithm for determining the target's heading for purposes
- /// of re-centering the camera
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- public enum HeadingDefinition
- {
- /// <summary>
- /// Target heading calculated from the difference between its position on
- /// the last update and current frame.
- /// </summary>
- PositionDelta,
- /// <summary>
- /// Target heading calculated from its <b>Rigidbody</b>'s velocity.
- /// If no <b>Rigidbody</b> exists, it will fall back
- /// to HeadingDerivationMode.PositionDelta
- /// </summary>
- Velocity,
- /// <summary>
- /// Target heading calculated from the Target <b>Transform</b>'s euler Y angle
- /// </summary>
- TargetForward,
- /// <summary>
- /// Default heading is a constant world space heading.
- /// </summary>
- WorldForward,
- }
- /// <summary>The method by which the 'default heading' is calculated if
- /// recentering to target heading is enabled</summary>
- [FormerlySerializedAs("m_HeadingDefinition")]
- [Tooltip("How 'forward' is defined. The camera will be placed by default behind the target. "
- + "PositionDelta will consider 'forward' to be the direction in which the target is moving.")]
- public HeadingDefinition m_Definition;
- /// <summary>Size of the velocity sampling window for target heading filter.
- /// Used only if deriving heading from target's movement</summary>
- [Range(0, 10)]
- [Tooltip("Size of the velocity sampling window for target heading filter. This filters out "
- + "irregularities in the target's movement. Used only if deriving heading from target's "
- + "movement (PositionDelta or Velocity)")]
- public int m_VelocityFilterStrength;
- /// <summary>Additional Y rotation applied to the target heading.
- /// When this value is 0, the camera will be placed behind the target</summary>
- [Range(-180f, 180f)]
- [FormerlySerializedAs("m_HeadingBias")]
- [Tooltip("Where the camera is placed when the X-axis value is zero. This is a rotation in "
- + "degrees around the Y axis. When this value is 0, the camera will be placed behind "
- + "the target. Nonzero offsets will rotate the zero position around the target.")]
- public float m_Bias;
- /// <summary>Constructor</summary>
- /// <param name="def">The heading definition</param>
- /// <param name="filterStrength">The strength of the heading filter</param>
- /// <param name="bias">The heading bias</param>
- public Heading(HeadingDefinition def, int filterStrength, float bias)
- {
- m_Definition = def;
- m_VelocityFilterStrength = filterStrength;
- m_Bias = bias;
- }
- };
- /// <summary>The definition of Forward. Camera will follow behind.</summary>
- [Space]
- [OrbitalTransposerHeadingProperty]
- [Tooltip("The definition of Forward. Camera will follow behind.")]
- public Heading m_Heading = new Heading(Heading.HeadingDefinition.TargetForward, 4, 0);
- /// <summary>Parameters that control Automating Heading Recentering</summary>
- [Tooltip("Automatic heading recentering. The settings here defines how the camera "
- + "will reposition itself in the absence of player input.")]
- public AxisState.Recentering m_RecenterToTargetHeading = new AxisState.Recentering(true, 1, 2);
- /// <summary>Axis representing the current heading. Value is in degrees
- /// and represents a rotation about the up vector</summary>
- [Tooltip("Heading Control. The settings here control the behaviour of the camera "
- + "in response to the player's input.")]
- [AxisStateProperty]
- public AxisState m_XAxis = new AxisState(-180, 180, true, false, 300f, 0.1f, 0.1f, "Mouse X", true);
- /// <summary>Legacy support</summary>
- [SerializeField] [HideInInspector] [FormerlySerializedAs("m_Radius")] private float m_LegacyRadius = float.MaxValue;
- [SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeightOffset")] private float m_LegacyHeightOffset = float.MaxValue;
- [SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeadingBias")] private float m_LegacyHeadingBias = float.MaxValue;
- /// <summary>Legacy support for old serialized versions</summary>
- protected override void OnValidate()
- {
- // Upgrade after a legacy deserialize
- if (m_LegacyRadius != float.MaxValue
- && m_LegacyHeightOffset != float.MaxValue
- && m_LegacyHeadingBias != float.MaxValue)
- {
- m_FollowOffset = new Vector3(0, m_LegacyHeightOffset, -m_LegacyRadius);
- m_LegacyHeightOffset = m_LegacyRadius = float.MaxValue;
- m_Heading.m_Bias = m_LegacyHeadingBias;
- m_XAxis.m_MaxSpeed /= 10;
- m_XAxis.m_AccelTime /= 10;
- m_XAxis.m_DecelTime /= 10;
- m_LegacyHeadingBias = float.MaxValue;
- int heading = (int)m_Heading.m_Definition;
- if (m_RecenterToTargetHeading.LegacyUpgrade(ref heading, ref m_Heading.m_VelocityFilterStrength))
- m_Heading.m_Definition = (Heading.HeadingDefinition)heading;
- }
- m_XAxis.Validate();
- m_RecenterToTargetHeading.Validate();
- base.OnValidate();
- }
- /// <summary>
- /// Drive the x-axis setting programmatically.
- /// Automatic heading updating will be disabled.
- /// </summary>
- [HideInInspector, NoSaveDuringPlay]
- public bool m_HeadingIsSlave = false;
- /// <summary>
- /// Delegate that allows the the m_XAxis object to be replaced with another one.
- /// </summary>
- internal delegate float UpdateHeadingDelegate(
- CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up);
- /// <summary>
- /// Delegate that allows the the XAxis object to be replaced with another one.
- /// To use it, just call orbital.UpdateHeading() with a reference to a
- /// private AxisState object, and that AxisState object will be updated and
- /// used to calculate the heading.
- /// </summary>
- internal UpdateHeadingDelegate HeadingUpdater
- = (CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up) => {
- return orbital.UpdateHeading(
- deltaTime, up, ref orbital.m_XAxis,
- ref orbital.m_RecenterToTargetHeading,
- CinemachineCore.Instance.IsLive(orbital.VirtualCamera));
- };
- /// <summary>
- /// Update the X axis and calculate the heading. This can be called by a delegate
- /// with a custom axis. Note that this method is obsolete.
- /// </summary>
- /// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
- /// <param name="up">World Up, set by the CinemachineBrain</param>
- /// <param name="axis"></param>
- /// <returns>Axis value</returns>
- public float UpdateHeading(float deltaTime, Vector3 up, ref AxisState axis)
- {
- return UpdateHeading(deltaTime, up, ref axis, ref m_RecenterToTargetHeading, true);
- }
- /// <summary>
- /// Update the X axis and calculate the heading. This can be called by a delegate
- /// with a custom axis.
- /// </summary>
- /// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
- /// <param name="up">World Up, set by the CinemachineBrain</param>
- /// <param name="axis"></param>
- /// <param name="recentering"></param>
- /// <param name="isLive">true if the vcam is live</param>
- /// <returns>Axis value</returns>
- public float UpdateHeading(
- float deltaTime, Vector3 up, ref AxisState axis,
- ref AxisState.Recentering recentering, bool isLive)
- {
- if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
- {
- axis.m_MinValue = -180;
- axis.m_MaxValue = 180;
- }
- // Only read joystick when game is playing
- if (deltaTime < 0 || !VirtualCamera.PreviousStateIsValid || !isLive)
- {
- axis.Reset();
- recentering.CancelRecentering();
- }
- else if (axis.Update(deltaTime))
- recentering.CancelRecentering();
- if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
- {
- float finalHeading = axis.Value;
- axis.Value = 0;
- return finalHeading;
- }
- float targetHeading = GetTargetHeading(axis.Value, GetReferenceOrientation(up));
- recentering.DoRecentering(ref axis, deltaTime, targetHeading);
- return axis.Value;
- }
- private void OnEnable()
- {
- // GML todo: do we really need this?
- PreviousTarget = null;
- mLastTargetPosition = Vector3.zero;
- UpdateInputAxisProvider();
- }
- /// <summary>
- /// API for the inspector. Internal use only
- /// </summary>
- public void UpdateInputAxisProvider()
- {
- m_XAxis.SetInputAxisProvider(0, null);
- if (!m_HeadingIsSlave && VirtualCamera != null)
- {
- var provider = VirtualCamera.GetInputAxisProvider();
- if (provider != null)
- m_XAxis.SetInputAxisProvider(0, provider);
- }
- }
- private Vector3 mLastTargetPosition = Vector3.zero;
- private HeadingTracker mHeadingTracker;
- #if CINEMACHINE_PHYSICS
- private Rigidbody mTargetRigidBody = null;
- #endif
- private Transform PreviousTarget { get; set; }
- private Vector3 mLastCameraPosition;
- /// <summary>This is called to notify the us that a target got warped,
- /// so that we can update its internal state to make the camera
- /// also warp seamlessy.</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)
- {
- mLastTargetPosition += positionDelta;
- mLastCameraPosition += positionDelta;
- }
- }
- /// <summary>
- /// Force the virtual camera to assume a given position and orientation
- /// </summary>
- /// <param name="pos">Worldspace pposition to take</param>
- /// <param name="rot">Worldspace orientation to take</param>
- public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
- {
- base.ForceCameraPosition(pos, rot);
- mLastCameraPosition = 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>
- /// <param name="transitionParams">Transition settings for this vcam</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,
- ref CinemachineVirtualCameraBase.TransitionParams transitionParams)
- {
- m_RecenterToTargetHeading.DoRecentering(ref m_XAxis, -1, 0);
- m_RecenterToTargetHeading.CancelRecentering();
- if (fromCam != null //&& fromCam.Follow == FollowTarget
- && m_BindingMode != CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp
- && transitionParams.m_InheritPosition)
- {
- 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)
- {
- Quaternion orient = GetReferenceOrientation(up);
- Vector3 fwd = (orient * Vector3.forward).ProjectOntoPlane(up);
- if (!fwd.AlmostZero() && FollowTarget != null)
- {
- // Get the base camera placement
- float heading = 0;
- if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
- 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 LastHeading; // Can't calculate, stay conservative
- }
- float LastHeading { get; set; }
- /// <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)
- {
- InitPrevFrameStateInfo(ref curState, deltaTime);
- // Update the heading
- if (FollowTarget != PreviousTarget)
- {
- PreviousTarget = FollowTarget;
- #if CINEMACHINE_PHYSICS
- mTargetRigidBody = (PreviousTarget == null) ? null : PreviousTarget.GetComponent<Rigidbody>();
- #endif
- mLastTargetPosition = (PreviousTarget == null) ? Vector3.zero : PreviousTarget.position;
- mHeadingTracker = null;
- }
- LastHeading = HeadingUpdater(this, deltaTime, curState.ReferenceUp);
- float heading = LastHeading;
- if (IsValid)
- {
- // Calculate the heading
- if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
- heading += m_Heading.m_Bias;
- Quaternion headingRot = Quaternion.AngleAxis(heading, Vector3.up);
- Vector3 rawOffset = EffectiveOffset;
- Vector3 offset = headingRot * rawOffset;
- // Track the target, with damping
- TrackTarget(deltaTime, curState.ReferenceUp, offset, 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 += GetOffsetForMinimumTargetDistance(
- 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 = mLastCameraPosition - lookAt;
- var dir1 = curState.RawPosition - lookAt;
- if (dir0.sqrMagnitude > 0.01f && dir1.sqrMagnitude > 0.01f)
- curState.PositionDampingBypass = UnityVectorExtensions.SafeFromToRotation(
- dir0, dir1, curState.ReferenceUp).eulerAngles;
- }
- mLastTargetPosition = targetPosition;
- mLastCameraPosition = 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>
- public override Vector3 GetTargetCameraPosition(Vector3 worldUp)
- {
- if (!IsValid)
- return Vector3.zero;
- float heading = LastHeading;
- if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
- heading += m_Heading.m_Bias;
- Quaternion orient = Quaternion.AngleAxis(heading, Vector3.up);
- orient = GetReferenceOrientation(worldUp) * orient;
- var pos = orient * EffectiveOffset;
- pos += mLastTargetPosition;
- return pos;
- }
- // Make sure this is calld only once per frame
- private float GetTargetHeading(float currentHeading, Quaternion targetOrientation)
- {
- if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
- return 0;
- if (FollowTarget == null)
- return currentHeading;
- var headingDef = m_Heading.m_Definition;
- #if CINEMACHINE_PHYSICS
- if (headingDef == Heading.HeadingDefinition.Velocity && mTargetRigidBody == null)
- headingDef = Heading.HeadingDefinition.PositionDelta;
- #endif
- Vector3 velocity = Vector3.zero;
- switch (headingDef)
- {
- case Heading.HeadingDefinition.Velocity:
- #if CINEMACHINE_PHYSICS
- velocity = mTargetRigidBody.velocity;
- break;
- #endif
- case Heading.HeadingDefinition.PositionDelta:
- velocity = FollowTargetPosition - mLastTargetPosition;
- 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;
- }
- }
- }
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