391 lines
18 KiB
C#
391 lines
18 KiB
C#
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#if !UNITY_2019_3_OR_NEWER
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#define CINEMACHINE_PHYSICS_2D
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#endif
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using System;
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using System.Collections.Generic;
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using Cinemachine.Utility;
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using UnityEditor;
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using UnityEngine;
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namespace Cinemachine
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{
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#if CINEMACHINE_PHYSICS_2D
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/// <summary>
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/// <para>
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/// An add-on module for Cinemachine Virtual Camera that post-processes the final position
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/// of the virtual camera. It will confine the camera's position such that the screen edges stay
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/// within a shape defined by a 2D polygon. This will work for orthographic or perspective cameras,
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/// provided that the camera's forward vector remains parallel to the bounding shape's normal,
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/// i.e. that the camera is looking straight at the polygon, and not obliquely at it.
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/// </para>
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///
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/// <para>
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/// When confining the camera, the camera's view size at the polygon plane is considered, and
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/// also its aspect ratio. Based on this information and the input polygon, a second (smaller)
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/// polygon is computed to which the camera's transform is constrained. Computation of this secondary
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/// polygon is nontrivial and expensive, so it should be done only when absolutely necessary.
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/// </para>
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///
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/// <para>
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/// The cached secondary polygon needs to be recomputed in the following circumstances:
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/// <list type="bullet">
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/// <item>when the input polygon's points change</item>
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/// <item>when the input polygon is non-uniformly scaled</item>
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/// <item>when the input polygon is rotated</item>
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/// </list>
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/// For efficiency reasons, Cinemachine will not automatically regenerate the inner polygon
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/// in these cases, and it is the responsibility of the client to call the InvalidateCache()
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/// method to trigger the recalculation. An inspector button is also provided for this purpose.
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/// </para>
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///
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/// <para>
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/// If the input polygon scales uniformly or translates, the cache remains valid. If the
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/// polygon rotates, then the cache degrades in quality (more or less depending on the aspect
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/// ratio - it's better if the ratio is close to 1:1) but can still be used.
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/// Regenerating it will eliminate the imperfections.
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/// </para>
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///
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/// <para>
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/// The cached secondary polygon is not a single polygon, but rather a family of polygons from
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/// which a member is chosen depending on the current size of the camera view. The number of
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/// polygons in this family will depend on the complexity of the input polygon, and the maximum
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/// expected camera view size. The MaxOrthoSize property is provided to give a hint to the
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/// algorithm to stop generating polygons for camera view sizes larger than the one specified.
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/// This can represent a substantial cost saving when regenerating the cache, so it is a good
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/// idea to set it carefully. Leaving it at 0 will cause the maximum number of polygons to be generated.
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/// </para>
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/// </summary>
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[AddComponentMenu("")] // Hide in menu
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[SaveDuringPlay]
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[ExecuteAlways]
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[DisallowMultipleComponent]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineConfiner2D.html")]
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public class CinemachineConfiner2D : CinemachineExtension
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{
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/// <summary>The 2D shape within which the camera is to be contained.</summary>
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[Tooltip("The 2D shape within which the camera is to be contained. " +
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"Can be a 2D polygon or 2D composite collider.")]
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public Collider2D m_BoundingShape2D;
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/// <summary>Damping applied automatically around corners to avoid jumps.</summary>
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[Tooltip("Damping applied around corners to avoid jumps. Higher numbers are more gradual.")]
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[Range(0, 5)]
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public float m_Damping;
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/// <summary>
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/// To optimize computation and memory costs, set this to the largest view size that the camera
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/// is expected to have. The confiner will not compute a polygon cache for frustum sizes larger
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/// than this. This refers to the size in world units of the frustum at the confiner plane
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/// (for orthographic cameras, this is just the orthographic size). If set to 0, then this
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/// parameter is ignored and a polygon cache will be calculated for all potential window sizes.
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/// </summary>
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[Tooltip("To optimize computation and memory costs, set this to the largest view size that the "
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+ "camera is expected to have. The confiner will not compute a polygon cache for frustum "
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+ "sizes larger than this. This refers to the size in world units of the frustum at the "
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+ "confiner plane (for orthographic cameras, this is just the orthographic size). If set "
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+ "to 0, then this parameter is ignored and a polygon cache will be calculated for all "
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+ "potential window sizes.")]
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public float m_MaxWindowSize;
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float m_MaxComputationTimePerFrameInSeconds = 1f / 120f;
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/// <summary>Invalidates cache and consequently trigger a rebake at next iteration.</summary>
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public void InvalidateCache()
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{
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m_shapeCache.Invalidate();
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}
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/// <summary>Validates cache</summary>
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/// <param name="cameraAspectRatio">Aspect ratio of camera.</param>
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/// <returns>Returns true if the cache could be validated. False, otherwise.</returns>
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public bool ValidateCache(float cameraAspectRatio)
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{
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return m_shapeCache.ValidateCache(m_BoundingShape2D, m_MaxWindowSize, cameraAspectRatio, out _);
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}
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const float k_cornerAngleTreshold = 10f;
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/// <summary>
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/// Callback to do the camera confining
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/// </summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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if (stage == CinemachineCore.Stage.Body)
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{
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var aspectRatio = state.Lens.Aspect;
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if (!m_shapeCache.ValidateCache(
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m_BoundingShape2D, m_MaxWindowSize, aspectRatio, out bool confinerStateChanged))
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{
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return; // invalid path
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}
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var oldCameraPos = state.CorrectedPosition;
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var cameraPosLocal = m_shapeCache.m_DeltaWorldToBaked.MultiplyPoint3x4(oldCameraPos);
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var currentFrustumHeight = CalculateHalfFrustumHeight(state, cameraPosLocal.z);
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// convert frustum height from world to baked space. deltaWorldToBaked.lossyScale is always uniform.
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var bakedSpaceFrustumHeight = currentFrustumHeight *
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m_shapeCache.m_DeltaWorldToBaked.lossyScale.x;
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// Make sure we have a solution for our current frustum size
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var extra = GetExtraState<VcamExtraState>(vcam);
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extra.m_vcam = vcam;
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if (confinerStateChanged || extra.m_BakedSolution == null
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|| !extra.m_BakedSolution.IsValid())
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{
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extra.m_BakedSolution = m_shapeCache.m_confinerOven.GetBakedSolution(bakedSpaceFrustumHeight);
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}
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cameraPosLocal = extra.m_BakedSolution.ConfinePoint(cameraPosLocal);
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var newCameraPos = m_shapeCache.m_DeltaBakedToWorld.MultiplyPoint3x4(cameraPosLocal);
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// Don't move the camera along its z-axis
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var fwd = state.CorrectedOrientation * Vector3.forward;
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newCameraPos -= fwd * Vector3.Dot(fwd, newCameraPos - oldCameraPos);
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// Remember the desired displacement for next frame
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var prev = extra.m_PreviousDisplacement;
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var displacement = newCameraPos - oldCameraPos;
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extra.m_PreviousDisplacement = displacement;
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if (!VirtualCamera.PreviousStateIsValid || deltaTime < 0 || m_Damping <= 0)
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extra.m_DampedDisplacement = Vector3.zero;
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else
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{
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// If a big change from previous frame's desired displacement is detected,
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// assume we are going around a corner and extract that difference for damping
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if (prev.sqrMagnitude > 0.01f && Vector2.Angle(prev, displacement) > k_cornerAngleTreshold)
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extra.m_DampedDisplacement += displacement - prev;
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extra.m_DampedDisplacement -= Damper.Damp(extra.m_DampedDisplacement, m_Damping, deltaTime);
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displacement -= extra.m_DampedDisplacement;
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}
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state.PositionCorrection += displacement;
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}
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}
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/// <summary>
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/// Calculates half frustum height for orthographic or perspective camera.
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/// For more info on frustum height, see <see cref="docs.unity3d.com/Manual/FrustumSizeAtDistance.html"/>
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/// </summary>
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/// <param name="state">CameraState for checking if Orthographic or Perspective</param>
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/// <param name="vcam">vcam, to check its position</param>
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/// <returns>Frustum height of the camera</returns>
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float CalculateHalfFrustumHeight(in CameraState state, in float cameraPosLocalZ)
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{
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float frustumHeight;
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if (state.Lens.Orthographic)
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{
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frustumHeight = state.Lens.OrthographicSize;
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}
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else
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{
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// distance between the collider's plane and the camera
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float distance = cameraPosLocalZ;
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frustumHeight = distance * Mathf.Tan(state.Lens.FieldOfView * 0.5f * Mathf.Deg2Rad);
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}
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return Mathf.Abs(frustumHeight);
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}
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class VcamExtraState
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{
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public Vector3 m_PreviousDisplacement;
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public Vector3 m_DampedDisplacement;
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public ConfinerOven.BakedSolution m_BakedSolution;
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public CinemachineVirtualCameraBase m_vcam;
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};
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ShapeCache m_shapeCache;
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/// <summary>
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/// ShapeCache: contains all states that dependent only on the settings in the confiner.
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/// </summary>
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struct ShapeCache
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{
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public ConfinerOven m_confinerOven;
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public List<List<Vector2>> m_OriginalPath; // in baked space, not including offset
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// These account for offset and transform change since baking
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public Matrix4x4 m_DeltaWorldToBaked;
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public Matrix4x4 m_DeltaBakedToWorld;
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float m_aspectRatio;
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float m_maxWindowSize;
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internal float m_maxComputationTimePerFrameInSeconds;
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Matrix4x4 m_bakedToWorld; // defines baked space
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Collider2D m_boundingShape2D;
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/// <summary>
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/// Invalidates shapeCache
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/// </summary>
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public void Invalidate()
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{
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m_aspectRatio = 0;
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m_maxWindowSize = -1;
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m_DeltaBakedToWorld = m_DeltaWorldToBaked = Matrix4x4.identity;
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m_boundingShape2D = null;
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m_OriginalPath = null;
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m_confinerOven = null;
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}
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/// <summary>
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/// Checks if we have a valid confiner state cache. Calculates cache if it is invalid (outdated or empty).
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/// </summary>
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/// <param name="boundingShape2D">Bounding shape</param>
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/// <param name="maxWindowSize">Max Window size</param>
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/// <param name="aspectRatio">Aspect ratio/param>
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/// <param name="confinerStateChanged">True, if the baked confiner state has changed.
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/// False, otherwise.</param>
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/// <returns>True, if input is valid. False, otherwise.</returns>
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public bool ValidateCache(
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Collider2D boundingShape2D, float maxWindowSize,
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float aspectRatio, out bool confinerStateChanged)
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{
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confinerStateChanged = false;
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if (IsValid(boundingShape2D, aspectRatio, maxWindowSize))
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{
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// Advance confiner baking
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if (m_confinerOven.State == ConfinerOven.BakingState.BAKING)
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{
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m_confinerOven.BakeConfiner(m_maxComputationTimePerFrameInSeconds);
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// If no longer baking, then confinerStateChanged
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confinerStateChanged = m_confinerOven.State != ConfinerOven.BakingState.BAKING;
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}
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// Update in case the polygon's transform changed
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CalculateDeltaTransformationMatrix();
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// If delta world to baked scale is uniform, cache is valid.
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Vector2 lossyScaleXY = m_DeltaWorldToBaked.lossyScale;
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if (lossyScaleXY.IsUniform())
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{
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return true;
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}
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}
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Invalidate();
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confinerStateChanged = true;
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Type colliderType = boundingShape2D == null ? null: boundingShape2D.GetType();
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if (colliderType == typeof(PolygonCollider2D))
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{
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var poly = boundingShape2D as PolygonCollider2D;
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m_OriginalPath = new List<List<Vector2>>();
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// Cache the current worldspace shape
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m_bakedToWorld = boundingShape2D.transform.localToWorldMatrix;
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for (int i = 0; i < poly.pathCount; ++i)
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{
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Vector2[] path = poly.GetPath(i);
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List<Vector2> dst = new List<Vector2>();
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for (int j = 0; j < path.Length; ++j)
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dst.Add(m_bakedToWorld.MultiplyPoint3x4(path[j]));
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m_OriginalPath.Add(dst);
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}
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}
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else if (colliderType == typeof(CompositeCollider2D))
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{
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var poly = boundingShape2D as CompositeCollider2D;
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m_OriginalPath = new List<List<Vector2>>();
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// Cache the current worldspace shape
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m_bakedToWorld = boundingShape2D.transform.localToWorldMatrix;
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var path = new Vector2[poly.pointCount];
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for (int i = 0; i < poly.pathCount; ++i)
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{
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int numPoints = poly.GetPath(i, path);
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List<Vector2> dst = new List<Vector2>();
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for (int j = 0; j < numPoints; ++j)
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dst.Add(m_bakedToWorld.MultiplyPoint3x4(path[j]));
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m_OriginalPath.Add(dst);
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}
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}
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else
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{
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return false; // input collider is invalid
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}
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m_confinerOven = new ConfinerOven(m_OriginalPath, aspectRatio, maxWindowSize);
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m_aspectRatio = aspectRatio;
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m_boundingShape2D = boundingShape2D;
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m_maxWindowSize = maxWindowSize;
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CalculateDeltaTransformationMatrix();
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return true;
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}
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bool IsValid(in Collider2D boundingShape2D, in float aspectRatio, in float maxOrthoSize)
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{
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return boundingShape2D != null && m_boundingShape2D != null &&
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m_boundingShape2D == boundingShape2D && // same boundingShape?
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m_OriginalPath != null && // first time?
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m_confinerOven != null && // cache not empty?
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Mathf.Abs(m_aspectRatio - aspectRatio) < UnityVectorExtensions.Epsilon && // aspect changed?
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Mathf.Abs(m_maxWindowSize - maxOrthoSize) < UnityVectorExtensions.Epsilon; // max ortho changed?
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}
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void CalculateDeltaTransformationMatrix()
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{
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// Account for current collider offset (in local space) and
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// incorporate the worldspace delta that the confiner has moved since baking
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var m = Matrix4x4.Translate(-m_boundingShape2D.offset) *
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m_boundingShape2D.transform.worldToLocalMatrix;
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m_DeltaWorldToBaked = m_bakedToWorld * m;
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m_DeltaBakedToWorld = m_DeltaWorldToBaked.inverse;
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}
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}
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#if UNITY_EDITOR
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// Used by editor gizmo drawer
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internal bool GetGizmoPaths(
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out List<List<Vector2>> originalPath,
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ref List<List<Vector2>> currentPath,
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out Matrix4x4 pathLocalToWorld)
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{
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originalPath = m_shapeCache.m_OriginalPath;
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pathLocalToWorld = m_shapeCache.m_DeltaBakedToWorld;
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currentPath.Clear();
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var allExtraStates = GetAllExtraStates<VcamExtraState>();
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for (var i = 0; i < allExtraStates.Count; ++i)
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{
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var e = allExtraStates[i];
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if (e.m_BakedSolution != null)
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{
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currentPath.AddRange(e.m_BakedSolution.GetBakedPath());
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}
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}
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return originalPath != null;
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}
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internal float BakeProgress() => m_shapeCache.m_confinerOven != null ? m_shapeCache.m_confinerOven.bakeProgress : 0f;
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internal bool ConfinerOvenTimedOut() => m_shapeCache.m_confinerOven != null &&
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m_shapeCache.m_confinerOven.State == ConfinerOven.BakingState.TIMEOUT;
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#endif
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void OnValidate()
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{
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m_Damping = Mathf.Max(0, m_Damping);
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m_shapeCache.m_maxComputationTimePerFrameInSeconds = m_MaxComputationTimePerFrameInSeconds;
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}
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void Reset()
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{
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m_Damping = 0.5f;
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m_MaxWindowSize = -1;
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}
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}
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#endif
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}
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