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- using UnityEngine;
- using System;
- using Cinemachine.Utility;
- using UnityEngine.Serialization;
- namespace Cinemachine
- {
- /// <summary>
- /// A Cinemachine Virtual Camera Body component that constrains camera motion
- /// to a CinemachinePath. The camera can move along the path.
- ///
- /// This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning.
- /// In Manual mode, the camera's position is specified by animating the Path Position field.
- /// In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding
- /// the position on the path that's closest to the virtual camera's Follow target.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [AddComponentMenu("")] // Don't display in add component menu
- [SaveDuringPlay]
- public class CinemachineTrackedDolly : CinemachineComponentBase
- {
- /// <summary>The path to which the camera will be constrained. This must be non-null.</summary>
- [Tooltip("The path to which the camera will be constrained. This must be non-null.")]
- public CinemachinePathBase m_Path;
- /// <summary>The position along the path at which the camera will be placed.
- /// This can be animated directly, or set automatically by the Auto-Dolly feature
- /// to get as close as possible to the Follow target.</summary>
- [Tooltip("The position along the path at which the camera will be placed. "
- + "This can be animated directly, or set automatically by the Auto-Dolly feature to "
- + "get as close as possible to the Follow target. The value is interpreted "
- + "according to the Position Units setting.")]
- public float m_PathPosition;
- /// <summary>How to interpret the Path Position</summary>
- [Tooltip("How to interpret Path Position. If set to Path Units, values are as follows: "
- + "0 represents the first waypoint on the path, 1 is the second, and so on. Values "
- + "in-between are points on the path in between the waypoints. If set to Distance, "
- + "then Path Position represents distance along the path.")]
- public CinemachinePathBase.PositionUnits m_PositionUnits = CinemachinePathBase.PositionUnits.PathUnits;
- /// <summary>Where to put the camera realtive to the path postion. X is perpendicular
- /// to the path, Y is up, and Z is parallel to the path.</summary>
- [Tooltip("Where to put the camera relative to the path position. X is perpendicular "
- + "to the path, Y is up, and Z is parallel to the path. This allows the camera to "
- + "be offset from the path itself (as if on a tripod, for example).")]
- public Vector3 m_PathOffset = Vector3.zero;
- /// <summary>How aggressively the camera tries to maintain the offset perpendicular to the path.
- /// Small numbers are more responsive, rapidly translating the camera to keep the target's
- /// x-axis offset. Larger numbers give a more heavy slowly responding camera.
- /// Using different settings per axis can yield a wide range of camera behaviors</summary>
- [Range(0f, 20f)]
- [Tooltip("How aggressively the camera tries to maintain its position in a direction "
- + "perpendicular to the path. Small numbers are more responsive, rapidly translating "
- + "the camera to keep the target's x-axis offset. Larger numbers give a more heavy "
- + "slowly responding camera. Using different settings per axis can yield a wide range "
- + "of camera behaviors.")]
- public float m_XDamping = 0f;
- /// <summary>How aggressively the camera tries to maintain the offset in the path-local up direction.
- /// Small numbers are more responsive, rapidly translating the camera to keep the target's
- /// y-axis offset. Larger numbers give a more heavy slowly responding camera.
- /// Using different settings per axis can yield a wide range of camera behaviors</summary>
- [Range(0f, 20f)]
- [Tooltip("How aggressively the camera tries to maintain its position in the path-local up direction. "
- + "Small numbers are more responsive, rapidly translating the camera to keep the target's "
- + "y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different "
- + "settings per axis can yield a wide range of camera behaviors.")]
- public float m_YDamping = 0f;
- /// <summary>How aggressively the camera tries to maintain the offset parallel to the path.
- /// Small numbers are more responsive, rapidly translating the camera to keep the
- /// target's z-axis offset. Larger numbers give a more heavy slowly responding camera.
- /// Using different settings per axis can yield a wide range of camera behaviors</summary>
- [Range(0f, 20f)]
- [Tooltip("How aggressively the camera tries to maintain its position in a direction parallel to the path. "
- + "Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. "
- + "Larger numbers give a more heavy slowly responding camera. Using different settings per axis "
- + "can yield a wide range of camera behaviors.")]
- public float m_ZDamping = 1f;
- /// <summary>Different ways to set the camera's up vector</summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- public enum CameraUpMode
- {
- /// <summary>Leave the camera's up vector alone. It will be set according to the Brain's WorldUp.</summary>
- Default,
- /// <summary>Take the up vector from the path's up vector at the current point</summary>
- Path,
- /// <summary>Take the up vector from the path's up vector at the current point, but with the roll zeroed out</summary>
- PathNoRoll,
- /// <summary>Take the up vector from the Follow target's up vector</summary>
- FollowTarget,
- /// <summary>Take the up vector from the Follow target's up vector, but with the roll zeroed out</summary>
- FollowTargetNoRoll,
- };
- /// <summary>How to set the virtual camera's Up vector. This will affect the screen composition.</summary>
- [Tooltip("How to set the virtual camera's Up vector. This will affect the screen composition, because "
- + "the camera Aim behaviours will always try to respect the Up direction.")]
- public CameraUpMode m_CameraUp = CameraUpMode.Default;
- /// <summary>"How aggressively the camera tries to track the target rotation's X angle.
- /// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
- [Range(0f, 20f)]
- [Tooltip("How aggressively the camera tries to track the target rotation's X angle. Small numbers are "
- + "more responsive. Larger numbers give a more heavy slowly responding camera.")]
- public float m_PitchDamping = 0;
- /// <summary>How aggressively the camera tries to track the target rotation's Y angle.
- /// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
- [Range(0f, 20f)]
- [Tooltip("How aggressively the camera tries to track the target rotation's Y angle. Small numbers are "
- + "more responsive. Larger numbers give a more heavy slowly responding camera.")]
- public float m_YawDamping = 0;
- /// <summary>How aggressively the camera tries to track the target rotation's Z angle.
- /// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
- [Range(0f, 20f)]
- [Tooltip("How aggressively the camera tries to track the target rotation's Z angle. Small numbers "
- + "are more responsive. Larger numbers give a more heavy slowly responding camera.")]
- public float m_RollDamping = 0f;
- /// <summary>Controls how automatic dollying occurs</summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [Serializable]
- public struct AutoDolly
- {
- /// <summary>If checked, will enable automatic dolly, which chooses a path position
- /// that is as close as possible to the Follow target.</summary>
- [Tooltip("If checked, will enable automatic dolly, which chooses a path position that is as "
- + "close as possible to the Follow target. Note: this can have significant performance impact")]
- public bool m_Enabled;
- /// <summary>Offset, in current position units, from the closest point on the path to the follow target.</summary>
- [Tooltip("Offset, in current position units, from the closest point on the path to the follow target")]
- public float m_PositionOffset;
- /// <summary>Search up to this many waypoints on either side of the current position. Use 0 for Entire path</summary>
- [Tooltip("Search up to this many waypoints on either side of the current position. Use 0 for Entire path.")]
- public int m_SearchRadius;
- /// <summary>We search between waypoints by dividing the segment into this many straight pieces.
- /// The higher the number, the more accurate the result, but performance is
- /// proportionally slower for higher numbers</summary>
- [FormerlySerializedAs("m_StepsPerSegment")]
- [Tooltip("We search between waypoints by dividing the segment into this many straight pieces. "
- + "he higher the number, the more accurate the result, but performance is proportionally "
- + "slower for higher numbers")]
- public int m_SearchResolution;
- /// <summary>Constructor with specific field values</summary>
- /// <param name="enabled">Whether to enable automatic dolly</param>
- /// <param name="positionOffset">Offset, in current position units, from the closest point on the path to the follow target</param>
- /// <param name="searchRadius">Search up to this many waypoints on either side of the current position</param>
- /// <param name="stepsPerSegment">We search between waypoints by dividing the segment into this many straight pieces</param>
- public AutoDolly(bool enabled, float positionOffset, int searchRadius, int stepsPerSegment)
- {
- m_Enabled = enabled;
- m_PositionOffset = positionOffset;
- m_SearchRadius = searchRadius;
- m_SearchResolution = stepsPerSegment;
- }
- };
- /// <summary>Controls how automatic dollying occurs</summary>
- [Tooltip("Controls how automatic dollying occurs. A Follow target is necessary to use this feature.")]
- public AutoDolly m_AutoDolly = new AutoDolly(false, 0, 2, 5);
- /// <summary>True if component is enabled and has a path</summary>
- public override bool IsValid { get { return enabled && m_Path != null; } }
- /// <summary>Get the Cinemachine Pipeline stage that this component implements.
- /// Always returns the Body stage</summary>
- public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Body; } }
- /// <summary>
- /// Report maximum damping time needed for this component.
- /// </summary>
- /// <returns>Highest damping setting in this component</returns>
- public override float GetMaxDampTime()
- {
- var d2 = AngularDamping;
- var a = Mathf.Max(m_XDamping, Mathf.Max(m_YDamping, m_ZDamping));
- var b = Mathf.Max(d2.x, Mathf.Max(d2.y, d2.z));
- return Mathf.Max(a, b);
- }
-
- /// <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 that 0, no damping is done.</param>
- public override void MutateCameraState(ref CameraState curState, float deltaTime)
- {
- // Init previous frame state info
- if (deltaTime < 0 || !VirtualCamera.PreviousStateIsValid)
- {
- m_PreviousPathPosition = m_PathPosition;
- m_PreviousCameraPosition = curState.RawPosition;
- m_PreviousOrientation = curState.RawOrientation;
- }
- if (!IsValid)
- return;
- // Get the new ideal path base position
- if (m_AutoDolly.m_Enabled && FollowTarget != null)
- {
- float prevPos = m_Path.ToNativePathUnits(m_PreviousPathPosition, m_PositionUnits);
- // This works in path units
- m_PathPosition = m_Path.FindClosestPoint(
- FollowTargetPosition,
- Mathf.FloorToInt(prevPos),
- (deltaTime < 0 || m_AutoDolly.m_SearchRadius <= 0)
- ? -1 : m_AutoDolly.m_SearchRadius,
- m_AutoDolly.m_SearchResolution);
- m_PathPosition = m_Path.FromPathNativeUnits(m_PathPosition, m_PositionUnits);
- // Apply the path position offset
- m_PathPosition += m_AutoDolly.m_PositionOffset;
- }
- float newPathPosition = m_PathPosition;
- if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
- {
- // Normalize previous position to find the shortest path
- float maxUnit = m_Path.MaxUnit(m_PositionUnits);
- if (maxUnit > 0)
- {
- float prev = m_Path.StandardizeUnit(m_PreviousPathPosition, m_PositionUnits);
- float next = m_Path.StandardizeUnit(newPathPosition, m_PositionUnits);
- if (m_Path.Looped && Mathf.Abs(next - prev) > maxUnit / 2)
- {
- if (next > prev)
- prev += maxUnit;
- else
- prev -= maxUnit;
- }
- m_PreviousPathPosition = prev;
- newPathPosition = next;
- }
- // Apply damping along the path direction
- float offset = m_PreviousPathPosition - newPathPosition;
- offset = Damper.Damp(offset, m_ZDamping, deltaTime);
- newPathPosition = m_PreviousPathPosition - offset;
- }
- m_PreviousPathPosition = newPathPosition;
- Quaternion newPathOrientation = m_Path.EvaluateOrientationAtUnit(newPathPosition, m_PositionUnits);
- // Apply the offset to get the new camera position
- Vector3 newCameraPos = m_Path.EvaluatePositionAtUnit(newPathPosition, m_PositionUnits);
- Vector3 offsetX = newPathOrientation * Vector3.right;
- Vector3 offsetY = newPathOrientation * Vector3.up;
- Vector3 offsetZ = newPathOrientation * Vector3.forward;
- newCameraPos += m_PathOffset.x * offsetX;
- newCameraPos += m_PathOffset.y * offsetY;
- newCameraPos += m_PathOffset.z * offsetZ;
- // Apply damping to the remaining directions
- if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
- {
- Vector3 currentCameraPos = m_PreviousCameraPosition;
- Vector3 delta = (currentCameraPos - newCameraPos);
- Vector3 delta1 = Vector3.Dot(delta, offsetY) * offsetY;
- Vector3 delta0 = delta - delta1;
- delta0 = Damper.Damp(delta0, m_XDamping, deltaTime);
- delta1 = Damper.Damp(delta1, m_YDamping, deltaTime);
- newCameraPos = currentCameraPos - (delta0 + delta1);
- }
- curState.RawPosition = m_PreviousCameraPosition = newCameraPos;
- // Set the orientation and up
- Quaternion newOrientation
- = GetCameraOrientationAtPathPoint(newPathOrientation, curState.ReferenceUp);
- if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
- {
- Vector3 relative = (Quaternion.Inverse(m_PreviousOrientation)
- * newOrientation).eulerAngles;
- for (int i = 0; i < 3; ++i)
- if (relative[i] > 180)
- relative[i] -= 360;
- relative = Damper.Damp(relative, AngularDamping, deltaTime);
- newOrientation = m_PreviousOrientation * Quaternion.Euler(relative);
- }
- m_PreviousOrientation = newOrientation;
- curState.RawOrientation = newOrientation;
- if (m_CameraUp != CameraUpMode.Default)
- curState.ReferenceUp = curState.RawOrientation * Vector3.up;
- }
- private Quaternion GetCameraOrientationAtPathPoint(Quaternion pathOrientation, Vector3 up)
- {
- switch (m_CameraUp)
- {
- default:
- case CameraUpMode.Default: break;
- case CameraUpMode.Path: return pathOrientation;
- case CameraUpMode.PathNoRoll:
- return Quaternion.LookRotation(pathOrientation * Vector3.forward, up);
- case CameraUpMode.FollowTarget:
- if (FollowTarget != null)
- return FollowTargetRotation;
- break;
- case CameraUpMode.FollowTargetNoRoll:
- if (FollowTarget != null)
- return Quaternion.LookRotation(FollowTargetRotation * Vector3.forward, up);
- break;
- }
- return Quaternion.LookRotation(VirtualCamera.transform.rotation * Vector3.forward, up);
- }
- private Vector3 AngularDamping
- {
- get
- {
- switch (m_CameraUp)
- {
- case CameraUpMode.PathNoRoll:
- case CameraUpMode.FollowTargetNoRoll:
- return new Vector3(m_PitchDamping, m_YawDamping, 0);
- case CameraUpMode.Default:
- return Vector3.zero;
- default:
- return new Vector3(m_PitchDamping, m_YawDamping, m_RollDamping);
- }
- }
- }
- private float m_PreviousPathPosition = 0;
- Quaternion m_PreviousOrientation = Quaternion.identity;
- private Vector3 m_PreviousCameraPosition = Vector3.zero;
- }
- }
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