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- #if !UNITY_2019_3_OR_NEWER
- #define CINEMACHINE_PHYSICS
- #define CINEMACHINE_PHYSICS_2D
- #endif
- using UnityEngine;
- using System.Collections.Generic;
- using Cinemachine.Utility;
- using UnityEngine.Serialization;
- using System;
- using UnityEngine.SceneManagement;
- namespace Cinemachine
- {
- #if CINEMACHINE_PHYSICS
- /// <summary>
- /// An add-on module for Cinemachine Virtual Camera that post-processes
- /// the final position of the virtual camera. Based on the supplied settings,
- /// the Collider will attempt to preserve the line of sight
- /// with the LookAt target of the virtual camera by moving
- /// away from objects that will obstruct the view.
- ///
- /// Additionally, the Collider can be used to assess the shot quality and
- /// report this as a field in the camera State.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [AddComponentMenu("")] // Hide in menu
- [SaveDuringPlay]
- #if UNITY_2018_3_OR_NEWER
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [DisallowMultipleComponent]
- [HelpURL(Documentation.BaseURL + "manual/CinemachineCollider.html")]
- public class CinemachineCollider : CinemachineExtension
- {
- /// <summary>Objects on these layers will be detected.</summary>
- [Header("Obstacle Detection")]
- [Tooltip("Objects on these layers will be detected")]
- public LayerMask m_CollideAgainst = 1;
- /// <summary>Obstacles with this tag will be ignored. It is a good idea to set this field to the target's tag</summary>
- [TagField]
- [Tooltip("Obstacles with this tag will be ignored. It is a good idea to set this field to the target's tag")]
- public string m_IgnoreTag = string.Empty;
- /// <summary>Objects on these layers will never obstruct view of the target.</summary>
- [Tooltip("Objects on these layers will never obstruct view of the target")]
- public LayerMask m_TransparentLayers = 0;
- /// <summary>Obstacles closer to the target than this will be ignored</summary>
- [Tooltip("Obstacles closer to the target than this will be ignored")]
- public float m_MinimumDistanceFromTarget = 0.1f;
- /// <summary>
- /// When enabled, will attempt to resolve situations where the line of sight to the
- /// target is blocked by an obstacle
- /// </summary>
- [Space]
- [Tooltip("When enabled, will attempt to resolve situations where the line of sight to the target is blocked by an obstacle")]
- [FormerlySerializedAs("m_PreserveLineOfSight")]
- public bool m_AvoidObstacles = true;
- /// <summary>
- /// The raycast distance to test for when checking if the line of sight to this camera's target is clear.
- /// </summary>
- [Tooltip("The maximum raycast distance when checking if the line of sight to this camera's target is clear. If the setting is 0 or less, the current actual distance to target will be used.")]
- [FormerlySerializedAs("m_LineOfSightFeelerDistance")]
- public float m_DistanceLimit = 0f;
- /// <summary>
- /// Don't take action unless occlusion has lasted at least this long.
- /// </summary>
- [Tooltip("Don't take action unless occlusion has lasted at least this long.")]
- public float m_MinimumOcclusionTime = 0f;
- /// <summary>
- /// Camera will try to maintain this distance from any obstacle.
- /// Increase this value if you are seeing inside obstacles due to a large
- /// FOV on the camera.
- /// </summary>
- [Tooltip("Camera will try to maintain this distance from any obstacle. Try to keep this value small. Increase it if you are seeing inside obstacles due to a large FOV on the camera.")]
- public float m_CameraRadius = 0.1f;
- /// <summary>The way in which the Collider will attempt to preserve sight of the target.</summary>
- public enum ResolutionStrategy
- {
- /// <summary>Camera will be pulled forward along its Z axis until it is in front of
- /// the nearest obstacle</summary>
- PullCameraForward,
- /// <summary>In addition to pulling the camera forward, an effort will be made to
- /// return the camera to its original height</summary>
- PreserveCameraHeight,
- /// <summary>In addition to pulling the camera forward, an effort will be made to
- /// return the camera to its original distance from the target</summary>
- PreserveCameraDistance
- };
- /// <summary>The way in which the Collider will attempt to preserve sight of the target.</summary>
- [Tooltip("The way in which the Collider will attempt to preserve sight of the target.")]
- public ResolutionStrategy m_Strategy = ResolutionStrategy.PreserveCameraHeight;
- /// <summary>
- /// Upper limit on how many obstacle hits to process. Higher numbers may impact performance.
- /// In most environments, 4 is enough.
- /// </summary>
- [Range(1, 10)]
- [Tooltip("Upper limit on how many obstacle hits to process. Higher numbers may impact performance. In most environments, 4 is enough.")]
- public int m_MaximumEffort = 4;
- /// <summary>
- /// Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long.
- /// </summary>
- [Range(0, 2)]
- [Tooltip("Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long")]
- public float m_SmoothingTime = 0;
- /// <summary>
- /// How gradually the camera returns to its normal position after having been corrected.
- /// Higher numbers will move the camera more gradually back to normal.
- /// </summary>
- [Range(0, 10)]
- [Tooltip("How gradually the camera returns to its normal position after having been corrected. Higher numbers will move the camera more gradually back to normal.")]
- [FormerlySerializedAs("m_Smoothing")]
- public float m_Damping = 0;
- /// <summary>
- /// How gradually the camera moves to resolve an occlusion.
- /// Higher numbers will move the camera more gradually.
- /// </summary>
- [Range(0, 10)]
- [Tooltip("How gradually the camera moves to resolve an occlusion. Higher numbers will move the camera more gradually.")]
- public float m_DampingWhenOccluded = 0;
- /// <summary>If greater than zero, a higher score will be given to shots when the target is closer to
- /// this distance. Set this to zero to disable this feature</summary>
- [Header("Shot Evaluation")]
- [Tooltip("If greater than zero, a higher score will be given to shots when the target is closer to this distance. Set this to zero to disable this feature.")]
- public float m_OptimalTargetDistance = 0;
- /// <summary>See wheter an object is blocking the camera's view of the target</summary>
- /// <param name="vcam">The virtual camera in question. This might be different from the
- /// virtual camera that owns the collider, in the event that the camera has children</param>
- /// <returns>True if something is blocking the view</returns>
- public bool IsTargetObscured(ICinemachineCamera vcam)
- {
- return GetExtraState<VcamExtraState>(vcam).targetObscured;
- }
- /// <summary>See whether the virtual camera has been moved nby the collider</summary>
- /// <param name="vcam">The virtual camera in question. This might be different from the
- /// virtual camera that owns the collider, in the event that the camera has children</param>
- /// <returns>True if the virtual camera has been displaced due to collision or
- /// target obstruction</returns>
- public bool CameraWasDisplaced(ICinemachineCamera vcam)
- {
- return GetCameraDisplacementDistance(vcam) > 0;
- }
- /// <summary>See how far the virtual camera wa moved nby the collider</summary>
- /// <param name="vcam">The virtual camera in question. This might be different from the
- /// virtual camera that owns the collider, in the event that the camera has children</param>
- /// <returns>True if the virtual camera has been displaced due to collision or
- /// target obstruction</returns>
- public float GetCameraDisplacementDistance(ICinemachineCamera vcam)
- {
- return GetExtraState<VcamExtraState>(vcam).colliderDisplacement;
- }
-
- private void OnValidate()
- {
- m_DistanceLimit = Mathf.Max(0, m_DistanceLimit);
- m_MinimumOcclusionTime = Mathf.Max(0, m_MinimumOcclusionTime);
- m_CameraRadius = Mathf.Max(0, m_CameraRadius);
- m_MinimumDistanceFromTarget = Mathf.Max(0.01f, m_MinimumDistanceFromTarget);
- m_OptimalTargetDistance = Mathf.Max(0, m_OptimalTargetDistance);
- }
- /// <summary>
- /// Cleanup
- /// </summary>
- protected override void OnDestroy()
- {
- DestroyCollider();
- base.OnDestroy();
- }
- /// This must be small but greater than 0 - reduces false results due to precision
- const float PrecisionSlush = 0.001f;
- /// <summary>
- /// Per-vcam extra state info
- /// </summary>
- class VcamExtraState
- {
- public Vector3 m_previousDisplacement;
- public Vector3 m_previousDisplacementCorrection;
- public float colliderDisplacement;
- public bool targetObscured;
- public float occlusionStartTime;
- public List<Vector3> debugResolutionPath = null;
- public void AddPointToDebugPath(Vector3 p)
- {
- #if UNITY_EDITOR
- if (debugResolutionPath == null)
- debugResolutionPath = new List<Vector3>();
- debugResolutionPath.Add(p);
- #endif
- }
- // Thanks to Sebastien LeTouze from Exiin Studio for the smoothing idea
- private float m_SmoothedDistance;
- private float m_SmoothedTime;
- public float ApplyDistanceSmoothing(float distance, float smoothingTime)
- {
- if (m_SmoothedTime != 0 && smoothingTime > Epsilon)
- {
- float now = CinemachineCore.CurrentTime;
- if (now - m_SmoothedTime < smoothingTime)
- return Mathf.Min(distance, m_SmoothedDistance);
- }
- return distance;
- }
- public void UpdateDistanceSmoothing(float distance, float smoothingTime)
- {
- float now = CinemachineCore.CurrentTime;
- if (m_SmoothedDistance == 0 || distance <= m_SmoothedDistance)
- {
- m_SmoothedDistance = distance;
- m_SmoothedTime = now;
- }
- }
- public void ResetDistanceSmoothing(float smoothingTime)
- {
- float now = CinemachineCore.CurrentTime;
- if (now - m_SmoothedTime >= smoothingTime)
- m_SmoothedDistance = m_SmoothedTime = 0;
- }
- };
- /// <summary>Inspector API for debugging collision resolution path</summary>
- public List<List<Vector3>> DebugPaths
- {
- get
- {
- List<List<Vector3>> list = new List<List<Vector3>>();
- List<VcamExtraState> extraStates = GetAllExtraStates<VcamExtraState>();
- foreach (var v in extraStates)
- if (v.debugResolutionPath != null && v.debugResolutionPath.Count > 0)
- list.Add(v.debugResolutionPath);
- return list;
- }
- }
- /// <summary>
- /// Report maximum damping time needed for this component.
- /// </summary>
- /// <returns>Highest damping setting in this component</returns>
- public override float GetMaxDampTime()
- {
- return Mathf.Max(m_Damping, Mathf.Max(m_DampingWhenOccluded, m_SmoothingTime));
- }
-
- /// <summary>
- /// Callback to do the collision resolution and shot evaluation
- /// </summary>
- /// <param name="vcam">The virtual camera being processed</param>
- /// <param name="stage">The current pipeline stage</param>
- /// <param name="state">The current virtual camera state</param>
- /// <param name="deltaTime">The current applicable deltaTime</param>
- protected override void PostPipelineStageCallback(
- CinemachineVirtualCameraBase vcam,
- CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
- {
- VcamExtraState extra = null;
- if (stage == CinemachineCore.Stage.Body)
- {
- extra = GetExtraState<VcamExtraState>(vcam);
- extra.targetObscured = false;
- extra.colliderDisplacement = 0;
- if (extra.debugResolutionPath != null)
- extra.debugResolutionPath.RemoveRange(0, extra.debugResolutionPath.Count);
- }
- // Move the body before the Aim is calculated
- if (stage == CinemachineCore.Stage.Body)
- {
- if (m_AvoidObstacles)
- {
- Vector3 displacement = Vector3.zero;
- displacement = PreserveLineOfSight(ref state, ref extra);
- extra.m_previousDisplacement =
- Quaternion.Euler(state.PositionDampingBypass) * extra.m_previousDisplacement;
- if (m_MinimumOcclusionTime > Epsilon)
- {
- float now = CinemachineCore.CurrentTime;
- if (displacement.sqrMagnitude < Epsilon)
- extra.occlusionStartTime = 0;
- else
- {
- if (extra.occlusionStartTime <= 0)
- extra.occlusionStartTime = now;
- if (now - extra.occlusionStartTime < m_MinimumOcclusionTime)
- displacement = extra.m_previousDisplacement;
- }
- }
- // Apply distance smoothing
- if (m_SmoothingTime > Epsilon)
- {
- Vector3 pos = state.CorrectedPosition + displacement;
- Vector3 dir = pos - state.ReferenceLookAt;
- float distance = dir.magnitude;
- if (distance > Epsilon)
- {
- dir /= distance;
- if (!displacement.AlmostZero())
- extra.UpdateDistanceSmoothing(distance, m_SmoothingTime);
- distance = extra.ApplyDistanceSmoothing(distance, m_SmoothingTime);
- displacement += (state.ReferenceLookAt + dir * distance) - pos;
- }
- }
- float damping = m_Damping;
- if (displacement.AlmostZero())
- extra.ResetDistanceSmoothing(m_SmoothingTime);
- else
- damping = m_DampingWhenOccluded;
- if (damping > 0 && deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
- {
- Vector3 delta = displacement - extra.m_previousDisplacement;
- delta = Damper.Damp(delta, damping, deltaTime);
- displacement = extra.m_previousDisplacement + delta;
- }
- extra.m_previousDisplacement = displacement;
- Vector3 correction = RespectCameraRadius(state.CorrectedPosition + displacement, ref state);
- if (damping > 0 && deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
- {
- Vector3 delta = correction - extra.m_previousDisplacementCorrection;
- delta = Damper.Damp(delta, damping, deltaTime);
- correction = extra.m_previousDisplacementCorrection + delta;
- }
- displacement += correction;
- extra.m_previousDisplacementCorrection = correction;
- state.PositionCorrection += displacement;
- extra.colliderDisplacement += displacement.magnitude;
- }
- }
- // Rate the shot after the aim was set
- if (stage == CinemachineCore.Stage.Aim)
- {
- extra = GetExtraState<VcamExtraState>(vcam);
- extra.targetObscured = IsTargetOffscreen(state) || CheckForTargetObstructions(state);
- // GML these values are an initial arbitrary attempt at rating quality
- if (extra.targetObscured)
- state.ShotQuality *= 0.2f;
- if (extra.colliderDisplacement > 0)
- state.ShotQuality *= 0.8f;
- float nearnessBoost = 0;
- const float kMaxNearBoost = 0.2f;
- if (m_OptimalTargetDistance > 0 && state.HasLookAt)
- {
- float distance = Vector3.Magnitude(state.ReferenceLookAt - state.FinalPosition);
- if (distance <= m_OptimalTargetDistance)
- {
- float threshold = m_OptimalTargetDistance / 2;
- if (distance >= threshold)
- nearnessBoost = kMaxNearBoost * (distance - threshold)
- / (m_OptimalTargetDistance - threshold);
- }
- else
- {
- distance -= m_OptimalTargetDistance;
- float threshold = m_OptimalTargetDistance * 3;
- if (distance < threshold)
- nearnessBoost = kMaxNearBoost * (1f - (distance / threshold));
- }
- state.ShotQuality *= (1f + nearnessBoost);
- }
- }
- }
- private Vector3 PreserveLineOfSight(ref CameraState state, ref VcamExtraState extra)
- {
- Vector3 displacement = Vector3.zero;
- if (state.HasLookAt && m_CollideAgainst != 0
- && m_CollideAgainst != m_TransparentLayers)
- {
- Vector3 cameraPos = state.CorrectedPosition;
- Vector3 lookAtPos = state.ReferenceLookAt;
- RaycastHit hitInfo = new RaycastHit();
- displacement = PullCameraInFrontOfNearestObstacle(
- cameraPos, lookAtPos, m_CollideAgainst & ~m_TransparentLayers, ref hitInfo);
- Vector3 pos = cameraPos + displacement;
- if (hitInfo.collider != null)
- {
- extra.AddPointToDebugPath(pos);
- if (m_Strategy != ResolutionStrategy.PullCameraForward)
- {
- Vector3 targetToCamera = cameraPos - lookAtPos;
- pos = PushCameraBack(
- pos, targetToCamera, hitInfo, lookAtPos,
- new Plane(state.ReferenceUp, cameraPos),
- targetToCamera.magnitude, m_MaximumEffort, ref extra);
- }
- }
- displacement = pos - cameraPos;
- }
- return displacement;
- }
- private Vector3 PullCameraInFrontOfNearestObstacle(
- Vector3 cameraPos, Vector3 lookAtPos, int layerMask, ref RaycastHit hitInfo)
- {
- Vector3 displacement = Vector3.zero;
- Vector3 dir = cameraPos - lookAtPos;
- float targetDistance = dir.magnitude;
- if (targetDistance > Epsilon)
- {
- dir /= targetDistance;
- float minDistanceFromTarget = Mathf.Max(m_MinimumDistanceFromTarget, Epsilon);
- if (targetDistance < minDistanceFromTarget + Epsilon)
- displacement = dir * (minDistanceFromTarget - targetDistance);
- else
- {
- float rayLength = targetDistance - minDistanceFromTarget;
- if (m_DistanceLimit > Epsilon)
- rayLength = Mathf.Min(m_DistanceLimit, rayLength);
- // Make a ray that looks towards the camera, to get the obstacle closest to target
- Ray ray = new Ray(cameraPos - rayLength * dir, dir);
- rayLength += PrecisionSlush;
- if (rayLength > Epsilon)
- {
- if (RuntimeUtility.RaycastIgnoreTag(
- ray, out hitInfo, rayLength, layerMask, m_IgnoreTag))
- {
- // Pull camera forward in front of obstacle
- float adjustment = Mathf.Max(0, hitInfo.distance - PrecisionSlush);
- displacement = ray.GetPoint(adjustment) - cameraPos;
- }
- }
- }
- }
- return displacement;
- }
- private Vector3 PushCameraBack(
- Vector3 currentPos, Vector3 pushDir, RaycastHit obstacle,
- Vector3 lookAtPos, Plane startPlane, float targetDistance, int iterations,
- ref VcamExtraState extra)
- {
- // Take a step along the wall.
- Vector3 pos = currentPos;
- Vector3 dir = Vector3.zero;
- if (!GetWalkingDirection(pos, pushDir, obstacle, ref dir))
- return pos;
- Ray ray = new Ray(pos, dir);
- float distance = GetPushBackDistance(ray, startPlane, targetDistance, lookAtPos);
- if (distance <= Epsilon)
- return pos;
- // Check only as far as the obstacle bounds
- float clampedDistance = ClampRayToBounds(ray, distance, obstacle.collider.bounds);
- distance = Mathf.Min(distance, clampedDistance + PrecisionSlush);
- RaycastHit hitInfo;
- if (RuntimeUtility.RaycastIgnoreTag(ray, out hitInfo, distance,
- m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
- {
- // We hit something. Stop there and take a step along that wall.
- float adjustment = hitInfo.distance - PrecisionSlush;
- pos = ray.GetPoint(adjustment);
- extra.AddPointToDebugPath(pos);
- if (iterations > 1)
- pos = PushCameraBack(
- pos, dir, hitInfo,
- lookAtPos, startPlane,
- targetDistance, iterations-1, ref extra);
- return pos;
- }
- // Didn't hit anything. Can we push back all the way now?
- pos = ray.GetPoint(distance);
- // First check if we can still see the target. If not, abort
- dir = pos - lookAtPos;
- float d = dir.magnitude;
- RaycastHit hitInfo2;
- if (d < Epsilon || RuntimeUtility.RaycastIgnoreTag(
- new Ray(lookAtPos, dir), out hitInfo2, d - PrecisionSlush,
- m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
- return currentPos;
- // All clear
- ray = new Ray(pos, dir);
- extra.AddPointToDebugPath(pos);
- distance = GetPushBackDistance(ray, startPlane, targetDistance, lookAtPos);
- if (distance > Epsilon)
- {
- if (!RuntimeUtility.RaycastIgnoreTag(ray, out hitInfo, distance,
- m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
- {
- pos = ray.GetPoint(distance); // no obstacles - all good
- extra.AddPointToDebugPath(pos);
- }
- else
- {
- // We hit something. Stop there and maybe take a step along that wall
- float adjustment = hitInfo.distance - PrecisionSlush;
- pos = ray.GetPoint(adjustment);
- extra.AddPointToDebugPath(pos);
- if (iterations > 1)
- pos = PushCameraBack(
- pos, dir, hitInfo, lookAtPos, startPlane,
- targetDistance, iterations-1, ref extra);
- }
- }
- return pos;
- }
- private RaycastHit[] m_CornerBuffer = new RaycastHit[4];
- private bool GetWalkingDirection(
- Vector3 pos, Vector3 pushDir, RaycastHit obstacle, ref Vector3 outDir)
- {
- Vector3 normal2 = obstacle.normal;
- // Check for nearby obstacles. Are we in a corner?
- float nearbyDistance = PrecisionSlush * 5;
- int numFound = Physics.SphereCastNonAlloc(
- pos, nearbyDistance, pushDir.normalized, m_CornerBuffer, 0,
- m_CollideAgainst & ~m_TransparentLayers, QueryTriggerInteraction.Ignore);
- if (numFound > 1)
- {
- // Calculate the second normal
- for (int i = 0; i < numFound; ++i)
- {
- if (m_CornerBuffer[i].collider == null)
- continue;
- if (m_IgnoreTag.Length > 0 && m_CornerBuffer[i].collider.CompareTag(m_IgnoreTag))
- continue;
- Type type = m_CornerBuffer[i].collider.GetType();
- if (type == typeof(BoxCollider)
- || type == typeof(SphereCollider)
- || type == typeof(CapsuleCollider))
- {
- Vector3 p = m_CornerBuffer[i].collider.ClosestPoint(pos);
- Vector3 d = p - pos;
- if (d.magnitude > Vector3.kEpsilon)
- {
- if (m_CornerBuffer[i].collider.Raycast(
- new Ray(pos, d), out m_CornerBuffer[i], nearbyDistance))
- {
- if (!(m_CornerBuffer[i].normal - obstacle.normal).AlmostZero())
- normal2 = m_CornerBuffer[i].normal;
- break;
- }
- }
- }
- }
- }
- // Walk along the wall. If we're in a corner, walk their intersecting line
- Vector3 dir = Vector3.Cross(obstacle.normal, normal2);
- if (dir.AlmostZero())
- dir = Vector3.ProjectOnPlane(pushDir, obstacle.normal);
- else
- {
- float dot = Vector3.Dot(dir, pushDir);
- if (Mathf.Abs(dot) < Epsilon)
- return false;
- if (dot < 0)
- dir = -dir;
- }
- if (dir.AlmostZero())
- return false;
- outDir = dir.normalized;
- return true;
- }
- const float AngleThreshold = 0.1f;
- float GetPushBackDistance(Ray ray, Plane startPlane, float targetDistance, Vector3 lookAtPos)
- {
- float maxDistance = targetDistance - (ray.origin - lookAtPos).magnitude;
- if (maxDistance < Epsilon)
- return 0;
- if (m_Strategy == ResolutionStrategy.PreserveCameraDistance)
- return maxDistance;
- float distance;
- if (!startPlane.Raycast(ray, out distance))
- distance = 0;
- distance = Mathf.Min(maxDistance, distance);
- if (distance < Epsilon)
- return 0;
- // If we are close to parallel to the plane, we have to take special action
- float angle = Mathf.Abs(UnityVectorExtensions.Angle(startPlane.normal, ray.direction) - 90);
- if (angle < AngleThreshold)
- distance = Mathf.Lerp(0, distance, angle / AngleThreshold);
- return distance;
- }
- float ClampRayToBounds(Ray ray, float distance, Bounds bounds)
- {
- float d;
- if (Vector3.Dot(ray.direction, Vector3.up) > 0)
- {
- if (new Plane(Vector3.down, bounds.max).Raycast(ray, out d) && d > Epsilon)
- distance = Mathf.Min(distance, d);
- }
- else if (Vector3.Dot(ray.direction, Vector3.down) > 0)
- {
- if (new Plane(Vector3.up, bounds.min).Raycast(ray, out d) && d > Epsilon)
- distance = Mathf.Min(distance, d);
- }
- if (Vector3.Dot(ray.direction, Vector3.right) > 0)
- {
- if (new Plane(Vector3.left, bounds.max).Raycast(ray, out d) && d > Epsilon)
- distance = Mathf.Min(distance, d);
- }
- else if (Vector3.Dot(ray.direction, Vector3.left) > 0)
- {
- if (new Plane(Vector3.right, bounds.min).Raycast(ray, out d) && d > Epsilon)
- distance = Mathf.Min(distance, d);
- }
- if (Vector3.Dot(ray.direction, Vector3.forward) > 0)
- {
- if (new Plane(Vector3.back, bounds.max).Raycast(ray, out d) && d > Epsilon)
- distance = Mathf.Min(distance, d);
- }
- else if (Vector3.Dot(ray.direction, Vector3.back) > 0)
- {
- if (new Plane(Vector3.forward, bounds.min).Raycast(ray, out d) && d > Epsilon)
- distance = Mathf.Min(distance, d);
- }
- return distance;
- }
- private Collider[] mColliderBuffer = new Collider[5];
- private static SphereCollider mCameraCollider;
- private static GameObject mCameraColliderGameObject;
- static void DestroyCollider()
- {
- if (mCameraColliderGameObject != null)
- {
- mCameraColliderGameObject.SetActive(false);
- RuntimeUtility.DestroyObject(mCameraColliderGameObject.GetComponent<Rigidbody>());
- }
- RuntimeUtility.DestroyObject(mCameraCollider);
- RuntimeUtility.DestroyObject(mCameraColliderGameObject);
- mCameraColliderGameObject = null;
- mCameraCollider = null;
- }
- private Vector3 RespectCameraRadius(Vector3 cameraPos, ref CameraState state)
- {
- Vector3 result = Vector3.zero;
- if (m_CameraRadius < Epsilon || m_CollideAgainst == 0)
- return result;
- Vector3 dir = state.HasLookAt ? (cameraPos - state.ReferenceLookAt) : Vector3.zero;
- Ray ray = new Ray();
- float distance = dir.magnitude;
- if (distance > Epsilon)
- {
- dir /= distance;
- ray = new Ray(state.ReferenceLookAt, dir);
- }
- // Pull it out of any intersecting obstacles
- RaycastHit hitInfo;
- int numObstacles = Physics.OverlapSphereNonAlloc(
- cameraPos, m_CameraRadius, mColliderBuffer,
- m_CollideAgainst, QueryTriggerInteraction.Ignore);
- if (numObstacles == 0 && m_TransparentLayers != 0
- && distance > m_MinimumDistanceFromTarget + Epsilon)
- {
- // Make sure the camera position isn't completely inside an obstacle.
- // OverlapSphereNonAlloc won't catch those.
- float d = distance - m_MinimumDistanceFromTarget;
- Vector3 targetPos = state.ReferenceLookAt + dir * m_MinimumDistanceFromTarget;
- if (RuntimeUtility.RaycastIgnoreTag(new Ray(targetPos, dir),
- out hitInfo, d, m_CollideAgainst, m_IgnoreTag))
- {
- // Only count it if there's an incoming collision but not an outgoing one
- Collider c = hitInfo.collider;
- if (!c.Raycast(new Ray(cameraPos, -dir), out hitInfo, d))
- mColliderBuffer[numObstacles++] = c;
- }
- }
- if (numObstacles > 0 && distance == 0 || distance > m_MinimumDistanceFromTarget)
- {
- if (mCameraColliderGameObject == null)
- {
- mCameraColliderGameObject = new GameObject("CinemachineCollider Collider");
- mCameraColliderGameObject.hideFlags = HideFlags.HideAndDontSave;
- mCameraColliderGameObject.transform.position = Vector3.zero;
- mCameraColliderGameObject.SetActive(true);
- mCameraCollider = mCameraColliderGameObject.AddComponent<SphereCollider>();
- mCameraCollider.isTrigger = true;
- var rb = mCameraColliderGameObject.AddComponent<Rigidbody>();
- rb.detectCollisions = false;
- rb.isKinematic = true;
- }
- mCameraCollider.radius = m_CameraRadius;
- Vector3 offsetDir;
- float offsetDistance;
- Vector3 newCamPos = cameraPos;
- for (int i = 0; i < numObstacles; ++i)
- {
- Collider c = mColliderBuffer[i];
- if (m_IgnoreTag.Length > 0 && c.CompareTag(m_IgnoreTag))
- continue;
- // If we have a lookAt target, move the camera to the nearest edge of obstacle
- if (distance > m_MinimumDistanceFromTarget)
- {
- dir = newCamPos - state.ReferenceLookAt;
- float d = dir.magnitude;
- if (d > Epsilon)
- {
- dir /= d;
- ray = new Ray(state.ReferenceLookAt, dir);
- if (c.Raycast(ray, out hitInfo, d + m_CameraRadius))
- newCamPos = ray.GetPoint(hitInfo.distance) - (dir * PrecisionSlush);
- }
- }
- if (Physics.ComputePenetration(
- mCameraCollider, newCamPos, Quaternion.identity,
- c, c.transform.position, c.transform.rotation,
- out offsetDir, out offsetDistance))
- {
- newCamPos += offsetDir * offsetDistance;
- }
- }
- result = newCamPos - cameraPos;
- }
- // Respect the minimum distance from target - push camera back if we have to
- if (distance > Epsilon)
- {
- float minDistance = Mathf.Max(m_MinimumDistanceFromTarget, m_CameraRadius) + PrecisionSlush;
- Vector3 newOffset = cameraPos + result - state.ReferenceLookAt;
- if (newOffset.magnitude < minDistance)
- result = state.ReferenceLookAt - cameraPos + dir * minDistance;
- }
- return result;
- }
- private bool CheckForTargetObstructions(CameraState state)
- {
- if (state.HasLookAt)
- {
- Vector3 lookAtPos = state.ReferenceLookAt;
- Vector3 pos = state.CorrectedPosition;
- Vector3 dir = lookAtPos - pos;
- float distance = dir.magnitude;
- if (distance < Mathf.Max(m_MinimumDistanceFromTarget, Epsilon))
- return true;
- Ray ray = new Ray(pos, dir.normalized);
- RaycastHit hitInfo;
- if (RuntimeUtility.RaycastIgnoreTag(ray, out hitInfo,
- distance - m_MinimumDistanceFromTarget,
- m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
- return true;
- }
- return false;
- }
- private bool IsTargetOffscreen(CameraState state)
- {
- if (state.HasLookAt)
- {
- Vector3 dir = state.ReferenceLookAt - state.CorrectedPosition;
- dir = Quaternion.Inverse(state.CorrectedOrientation) * dir;
- if (state.Lens.Orthographic)
- {
- if (Mathf.Abs(dir.y) > state.Lens.OrthographicSize)
- return true;
- if (Mathf.Abs(dir.x) > state.Lens.OrthographicSize * state.Lens.Aspect)
- return true;
- }
- else
- {
- float fov = state.Lens.FieldOfView / 2;
- float angle = UnityVectorExtensions.Angle(dir.ProjectOntoPlane(Vector3.right), Vector3.forward);
- if (angle > fov)
- return true;
- fov = Mathf.Rad2Deg * Mathf.Atan(Mathf.Tan(fov * Mathf.Deg2Rad) * state.Lens.Aspect);
- angle = UnityVectorExtensions.Angle(dir.ProjectOntoPlane(Vector3.up), Vector3.forward);
- if (angle > fov)
- return true;
- }
- }
- return false;
- }
- }
- #endif
- }
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