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- using System;
- using System.Collections.Generic;
- using Cinemachine.Utility;
- using UnityEngine;
- namespace Cinemachine
- {
- /// <summary>
- /// Property applied to CinemachineImpulseManager.EnvelopeDefinition.
- /// Used for custom drawing in the inspector.
- /// </summary>
- public sealed class CinemachineImpulseEnvelopePropertyAttribute : PropertyAttribute {}
- /// <summary>
- /// Property applied to CinemachineImpulseManager Channels.
- /// Used for custom drawing in the inspector.
- /// </summary>
- public sealed class CinemachineImpulseChannelPropertyAttribute : PropertyAttribute {}
- /// <summary>
- /// This is a singleton object that manages all Impulse Events generated by the Cinemachine
- /// Impulse module. This singleton owns and manages all ImpulseEvent objectss.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.API)]
- public class CinemachineImpulseManager
- {
- private CinemachineImpulseManager() {}
- private static CinemachineImpulseManager sInstance = null;
- /// <summary>Get the singleton instance</summary>
- public static CinemachineImpulseManager Instance
- {
- get
- {
- if (sInstance == null)
- sInstance = new CinemachineImpulseManager();
- return sInstance;
- }
- }
- [RuntimeInitializeOnLoadMethod]
- static void InitializeModule()
- {
- if (sInstance != null)
- sInstance.Clear();
- }
- const float Epsilon = UnityVectorExtensions.Epsilon;
- /// <summary>This defines the time-envelope of the signal.
- /// Thie raw signal will be scaled to fit inside the envelope.</summary>
- [Serializable]
- public struct EnvelopeDefinition
- {
- /// <summary>Normalized curve defining the shape of the start of the envelope.</summary>
- [Tooltip("Normalized curve defining the shape of the start of the envelope. If blank a default curve will be used")]
- public AnimationCurve m_AttackShape;
- /// <summary>Normalized curve defining the shape of the end of the envelope.</summary>
- [Tooltip("Normalized curve defining the shape of the end of the envelope. If blank a default curve will be used")]
- public AnimationCurve m_DecayShape;
- /// <summary>Duration in seconds of the attack. Attack curve will be scaled to fit. Must be >= 0</summary>
- [Tooltip("Duration in seconds of the attack. Attack curve will be scaled to fit. Must be >= 0.")]
- public float m_AttackTime; // Must be >= 0
- /// <summary>Duration in seconds of the central fully-scaled part of the envelope. Must be >= 0.</summary>
- [Tooltip("Duration in seconds of the central fully-scaled part of the envelope. Must be >= 0.")]
- public float m_SustainTime; // Must be >= 0
- /// <summary>Duration in seconds of the decay. Decay curve will be scaled to fit. Must be >= 0.</summary>
- [Tooltip("Duration in seconds of the decay. Decay curve will be scaled to fit. Must be >= 0.")]
- public float m_DecayTime; // Must be >= 0
- /// <summary>If checked, signal amplitude scaling will also be applied to the time envelope of the signal. Bigger signals will last longer</summary>
- [Tooltip("If checked, signal amplitude scaling will also be applied to the time envelope of the signal. Stronger signals will last longer.")]
- public bool m_ScaleWithImpact;
- /// <summary>If true, then duration is infinite.</summary>
- [Tooltip("If true, then duration is infinite.")]
- public bool m_HoldForever;
- /// <summary>Get an envelope with default values.</summary>
- public static EnvelopeDefinition Default()
- {
- return new EnvelopeDefinition { m_DecayTime = 0.7f, m_SustainTime = 0.2f, m_ScaleWithImpact = true };
- }
- /// <summary>Duration of the envelope, in seconds. If negative, then duration is infinite.</summary>
- public float Duration
- {
- get
- {
- if (m_HoldForever)
- return -1;
- return m_AttackTime + m_SustainTime + m_DecayTime;
- }
- }
- /// <summary>
- /// Get the value of the tenvelope at a given time relative to the envelope start.
- /// </summary>
- /// <param name="offset">Time in seconds from the envelope start</param>
- /// <returns>Envelope amplitude. This will range from 0...1</returns>
- public float GetValueAt(float offset)
- {
- if (offset >= 0)
- {
- if (offset < m_AttackTime && m_AttackTime > Epsilon)
- {
- if (m_AttackShape == null || m_AttackShape.length < 2)
- return Damper.Damp(1, m_AttackTime, offset);
- return m_AttackShape.Evaluate(offset / m_AttackTime);
- }
- offset -= m_AttackTime;
- if (m_HoldForever || offset < m_SustainTime)
- return 1;
- offset -= m_SustainTime;
- if (offset < m_DecayTime && m_DecayTime > Epsilon)
- {
- if (m_DecayShape == null || m_DecayShape.length < 2)
- return 1 - Damper.Damp(1, m_DecayTime, offset);
- return m_DecayShape.Evaluate(offset / m_DecayTime);
- }
- }
- return 0;
- }
- /// <summary>
- /// Change the envelope so that it stops at a specific offset from its start time.
- /// Use this to extend or cut short an existing envelope, while respecting the
- /// attack and decay as much as possible.
- /// </summary>
- /// <param name="offset">When to stop the envelope</param>
- /// <param name="forceNoDecay">If true, enevlope will not decay, but cut off instantly</param>
- public void ChangeStopTime(float offset, bool forceNoDecay)
- {
- if (offset < 0)
- offset = 0;
- if (offset < m_AttackTime)
- m_AttackTime = 0; // How to prevent pop? GML
- m_SustainTime = offset - m_AttackTime;
- if (forceNoDecay)
- m_DecayTime = 0;
- }
- /// <summary>
- /// Set the envelop times to 0 and the shapes to default.
- /// </summary>
- public void Clear()
- {
- m_AttackShape = m_DecayShape = null;
- m_AttackTime = m_SustainTime = m_DecayTime = 0;
- }
- /// <summary>
- /// Call from OnValidate to ensure that envelope values are sane
- /// </summary>
- public void Validate()
- {
- m_AttackTime = Mathf.Max(0, m_AttackTime);
- m_DecayTime = Mathf.Max(0, m_DecayTime);
- m_SustainTime = Mathf.Max(0, m_SustainTime);
- }
- }
- /// <summary>Describes an event that generates an impulse signal on one or more channels.
- /// The event has a location in space, a start time, a duration, and a signal. The signal
- /// will dissipate as the distance from the event location increases.</summary>
- public class ImpulseEvent
- {
- /// <summary>Start time of the event.</summary>
- [Tooltip("Start time of the event.")]
- public float m_StartTime;
- /// <summary>Time-envelope of the signal.</summary>
- [Tooltip("Time-envelope of the signal.")]
- public EnvelopeDefinition m_Envelope;
- /// <summary>Raw signal source. The ouput of this will be scaled to fit in the envelope.</summary>
- [Tooltip("Raw signal source. The ouput of this will be scaled to fit in the envelope.")]
- public ISignalSource6D m_SignalSource;
- /// <summary>Worldspace origin of the signal.</summary>
- [Tooltip("Worldspace origin of the signal.")]
- public Vector3 m_Position;
- /// <summary>Radius around the signal origin that has full signal value. Distance dissipation begins after this distance.</summary>
- [Tooltip("Radius around the signal origin that has full signal value. Distance dissipation begins after this distance.")]
- public float m_Radius;
- /// <summary>How the signal behaves as the listener moves away from the origin.</summary>
- public enum DirectionMode
- {
- /// <summary>Signal direction remains constant everywhere.</summary>
- Fixed,
- /// <summary>Signal is rotated in the direction of the source.</summary>
- RotateTowardSource
- }
- /// <summary>How the signal direction behaves as the listener moves away from the source.</summary>
- [Tooltip("How the signal direction behaves as the listener moves away from the source.")]
- public DirectionMode m_DirectionMode = DirectionMode.Fixed;
- /// <summary>Channels on which this event will broadcast its signal.</summary>
- [Tooltip("Channels on which this event will broadcast its signal.")]
- public int m_Channel;
- /// <summary>How the signal dissipates with distance.</summary>
- public enum DissipationMode
- {
- /// <summary>Simple linear interpolation to zero over the dissipation distance.</summary>
- LinearDecay,
- /// <summary>Ease-in-ease-out dissipation over the dissipation distance.</summary>
- SoftDecay,
- /// <summary>Half-life decay, hard out from full and ease into 0 over the dissipation distance.</summary>
- ExponentialDecay
- }
- /// <summary>How the signal dissipates with distance.</summary>
- [Tooltip("How the signal dissipates with distance.")]
- public DissipationMode m_DissipationMode;
- /// <summary>Distance over which the dissipation occurs. Must be >= 0.</summary>
- [Tooltip("Distance over which the dissipation occurs. Must be >= 0.")]
- public float m_DissipationDistance;
- /// <summary>
- /// The speed (m/s) at which the impulse propagates through space. High speeds
- /// allow listeners to react instantaneously, while slower speeds allow listeres in the
- /// scene to react as if to a wave spreading from the source.
- /// </summary>
- [Tooltip("The speed (m/s) at which the impulse propagates through space. High speeds "
- + "allow listeners to react instantaneously, while slower speeds allow listeres in the "
- + "scene to react as if to a wave spreading from the source.")]
- public float m_PropagationSpeed;
- /// <summary>Returns true if the event is no longer generating a signal because its time has expired</summary>
- public bool Expired
- {
- get
- {
- var d = m_Envelope.Duration;
- var maxDistance = m_Radius + m_DissipationDistance;
- float time = Instance.CurrentTime - maxDistance / Mathf.Max(1, m_PropagationSpeed);
- return d > 0 && m_StartTime + d <= time;
- }
- }
- /// <summary>Cancel the event at the supplied time</summary>
- /// <param name="time">The time at which to cancel the event</param>
- /// <param name="forceNoDecay">If true, event will be cut immediately at the time,
- /// otherwise its envelope's decay curve will begin at the cancel time</param>
- public void Cancel(float time, bool forceNoDecay)
- {
- m_Envelope.m_HoldForever = false;
- m_Envelope.ChangeStopTime(time - m_StartTime, forceNoDecay);
- }
- /// <summary>Calculate the the decay applicable at a given distance from the impact point</summary>
- /// <returns>Scale factor 0...1</returns>
- public float DistanceDecay(float distance)
- {
- float radius = Mathf.Max(m_Radius, 0);
- if (distance < radius)
- return 1;
- distance -= radius;
- if (distance >= m_DissipationDistance)
- return 0;
- switch (m_DissipationMode)
- {
- default:
- case DissipationMode.LinearDecay:
- return Mathf.Lerp(1, 0, distance / m_DissipationDistance);
- case DissipationMode.SoftDecay:
- return 0.5f * (1 + Mathf.Cos(Mathf.PI * (distance / m_DissipationDistance)));
- case DissipationMode.ExponentialDecay:
- return 1 - Damper.Damp(1, m_DissipationDistance, distance);
- }
- }
- /// <summary>Get the signal that a listener at a given position would perceive</summary>
- /// <param name="listenerPosition">The listener's position in world space</param>
- /// <param name="use2D">True if distance calculation should ignore Z</param>
- /// <param name="pos">The position impulse signal</param>
- /// <param name="rot">The rotation impulse signal</param>
- /// <returns>true if non-trivial signal is returned</returns>
- public bool GetDecayedSignal(
- Vector3 listenerPosition, bool use2D, out Vector3 pos, out Quaternion rot)
- {
- if (m_SignalSource != null)
- {
- float distance = use2D ? Vector2.Distance(listenerPosition, m_Position)
- : Vector3.Distance(listenerPosition, m_Position);
- float time = Instance.CurrentTime - m_StartTime
- - distance / Mathf.Max(1, m_PropagationSpeed);
- float scale = m_Envelope.GetValueAt(time) * DistanceDecay(distance);
- if (scale != 0)
- {
- m_SignalSource.GetSignal(time, out pos, out rot);
- pos *= scale;
- rot = Quaternion.SlerpUnclamped(Quaternion.identity, rot, scale);
- if (m_DirectionMode == DirectionMode.RotateTowardSource && distance > Epsilon)
- {
- Quaternion q = Quaternion.FromToRotation(Vector3.up, listenerPosition - m_Position);
- if (m_Radius > Epsilon)
- {
- float t = Mathf.Clamp01(distance / m_Radius);
- q = Quaternion.Slerp(
- q, Quaternion.identity, Mathf.Cos(Mathf.PI * t / 2));
- }
- pos = q * pos;
- }
- return true;
- }
- }
- pos = Vector3.zero;
- rot = Quaternion.identity;
- return false;
- }
- /// <summary>Reset the event to a default state</summary>
- public void Clear()
- {
- m_Envelope.Clear();
- m_StartTime = 0;
- m_SignalSource = null;
- m_Position = Vector3.zero;
- m_Channel = 0;
- m_Radius = 0;
- m_DissipationDistance = 100;
- m_DissipationMode = DissipationMode.ExponentialDecay;
- }
- /// <summary>Don't create them yourself. Use CinemachineImpulseManager.NewImpulseEvent().</summary>
- internal ImpulseEvent() {}
- }
- List<ImpulseEvent> m_ExpiredEvents;
- List<ImpulseEvent> m_ActiveEvents;
- /// <summary>Get the signal perceived by a listener at a geven location</summary>
- /// <param name="listenerLocation">Where the listener is, in world coords</param>
- /// <param name="distance2D">True if distance calculation should ignore Z</param>
- /// <param name="channelMask">Only Impulse signals on channels in this mask will be considered</param>
- /// <param name="pos">The combined position impulse signal resulting from all signals active on the specified channels</param>
- /// <param name="rot">The combined rotation impulse signal resulting from all signals active on the specified channels</param>
- /// <returns>true if non-trivial signal is returned</returns>
- public bool GetImpulseAt(
- Vector3 listenerLocation, bool distance2D, int channelMask,
- out Vector3 pos, out Quaternion rot)
- {
- bool nontrivialResult = false;
- pos = Vector3.zero;
- rot = Quaternion.identity;
- if (m_ActiveEvents != null)
- {
- for (int i = m_ActiveEvents.Count - 1; i >= 0; --i)
- {
- ImpulseEvent e = m_ActiveEvents[i];
- // Prune invalid or expired events
- if (e == null || e.Expired)
- {
- m_ActiveEvents.RemoveAt(i);
- if (e != null)
- {
- // Recycle it
- if (m_ExpiredEvents == null)
- m_ExpiredEvents = new List<ImpulseEvent>();
- e.Clear();
- m_ExpiredEvents.Add(e);
- }
- }
- else if ((e.m_Channel & channelMask) != 0)
- {
- Vector3 pos0 = Vector3.zero;
- Quaternion rot0 = Quaternion.identity;
- if (e.GetDecayedSignal(listenerLocation, distance2D, out pos0, out rot0))
- {
- nontrivialResult = true;
- pos += pos0;
- rot *= rot0;
- }
- }
- }
- }
- return nontrivialResult;
- }
- /// <summary>Set this to ignore time scaling so impulses can progress while the game is paused</summary>
- public bool IgnoreTimeScale { get; set; }
- /// <summary>
- /// This is the Impulse system's current time.
- /// Takes into accoount whether impulse is ignoring time scale.
- /// </summary>
- public float CurrentTime { get { return IgnoreTimeScale ? Time.realtimeSinceStartup : CinemachineCore.CurrentTime; } }
- /// <summary>Get a new ImpulseEvent</summary>
- public ImpulseEvent NewImpulseEvent()
- {
- ImpulseEvent e;
- if (m_ExpiredEvents == null || m_ExpiredEvents.Count == 0)
- return new ImpulseEvent();
- e = m_ExpiredEvents[m_ExpiredEvents.Count-1];
- m_ExpiredEvents.RemoveAt(m_ExpiredEvents.Count-1);
- return e;
- }
- /// <summary>Activate an impulse event, so that it may begin broadcasting its signal</summary>
- /// Events will be automatically removed after they expire.
- /// You can tweak the ImpulseEvent fields dynamically if you keep a pointer to it.
- public void AddImpulseEvent(ImpulseEvent e)
- {
- if (m_ActiveEvents == null)
- m_ActiveEvents = new List<ImpulseEvent>();
- if (e != null)
- {
- e.m_StartTime = CurrentTime;
- m_ActiveEvents.Add(e);
- }
- }
- /// <summary>Immediately terminate all active impulse signals</summary>
- public void Clear()
- {
- if (m_ActiveEvents != null)
- {
- for (int i = 0; i < m_ActiveEvents.Count; ++i)
- m_ActiveEvents[i].Clear();
- m_ActiveEvents.Clear();
- }
- }
- }
- }
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