forked from BilalY/Rasagar
466 lines
23 KiB
C#
466 lines
23 KiB
C#
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using System;
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using Cinemachine.Utility;
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using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// This is a CinemachineComponent in the Body section of the component pipeline.
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/// Its job is to position the camera in a fixed relationship to the vcam's Follow
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/// target object, with offsets and damping.
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///
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/// The Tansposer will only change the camera's position in space. It will not
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/// re-orient or otherwise aim the camera. To to that, you need to instruct
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/// the vcam in the Aim section of its pipeline.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("")] // Don't display in add component menu
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[SaveDuringPlay]
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public class CinemachineTransposer : CinemachineComponentBase
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{
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/// <summary>
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/// The coordinate space to use when interpreting the offset from the target
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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public enum BindingMode
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{
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/// <summary>
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/// Camera will be bound to the Follow target using a frame of reference consisting
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/// of the target's local frame at the moment when the virtual camera was enabled,
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/// or when the target was assigned.
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/// </summary>
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LockToTargetOnAssign = 0,
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/// <summary>
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/// Camera will be bound to the Follow target using a frame of reference consisting
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/// of the target's local frame, with the tilt and roll zeroed out.
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/// </summary>
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LockToTargetWithWorldUp = 1,
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/// <summary>
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/// Camera will be bound to the Follow target using a frame of reference consisting
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/// of the target's local frame, with the roll zeroed out.
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/// </summary>
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LockToTargetNoRoll = 2,
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/// <summary>
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/// Camera will be bound to the Follow target using the target's local frame.
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/// </summary>
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LockToTarget = 3,
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/// <summary>Camera will be bound to the Follow target using a world space offset.</summary>
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WorldSpace = 4,
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/// <summary>Offsets will be calculated relative to the target, using Camera-local axes</summary>
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SimpleFollowWithWorldUp = 5
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}
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/// <summary>The coordinate space to use when interpreting the offset from the target</summary>
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[Tooltip("The coordinate space to use when interpreting the offset from the target. This is also "
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+ "used to set the camera's Up vector, which will be maintained when aiming the camera.")]
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public BindingMode m_BindingMode = BindingMode.LockToTargetWithWorldUp;
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/// <summary>The distance which the transposer will attempt to maintain from the transposer subject</summary>
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[Tooltip("The distance vector that the transposer will attempt to maintain from the Follow target")]
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public Vector3 m_FollowOffset = Vector3.back * 10f;
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/// <summary>How aggressively the camera tries to maintain the offset in the X-axis.
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/// Small numbers are more responsive, rapidly translating the camera to keep the target's
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/// x-axis offset. Larger numbers give a more heavy slowly responding camera.
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/// Using different settings per axis can yield a wide range of camera behaviors</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to maintain the offset in the X-axis. Small numbers "
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+ "are more responsive, rapidly translating the camera to keep the target's x-axis offset. "
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+ "Larger numbers give a more heavy slowly responding camera. Using different settings per "
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+ "axis can yield a wide range of camera behaviors.")]
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public float m_XDamping = 1f;
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/// <summary>How aggressively the camera tries to maintain the offset in the Y-axis.
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/// Small numbers are more responsive, rapidly translating the camera to keep the target's
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/// y-axis offset. Larger numbers give a more heavy slowly responding camera.
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/// Using different settings per axis can yield a wide range of camera behaviors</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers "
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+ "are more responsive, rapidly translating the camera to keep the target's y-axis offset. "
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+ "Larger numbers give a more heavy slowly responding camera. Using different settings per "
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+ "axis can yield a wide range of camera behaviors.")]
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public float m_YDamping = 1f;
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/// <summary>How aggressively the camera tries to maintain the offset in the Z-axis.
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/// Small numbers are more responsive, rapidly translating the camera to keep the
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/// target's z-axis offset. Larger numbers give a more heavy slowly responding camera.
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/// Using different settings per axis can yield a wide range of camera behaviors</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to maintain the offset in the Z-axis. "
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+ "Small numbers are more responsive, rapidly translating the camera to keep the "
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+ "target's z-axis offset. Larger numbers give a more heavy slowly responding camera. "
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+ "Using different settings per axis can yield a wide range of camera behaviors.")]
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public float m_ZDamping = 1f;
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/// <summary>How to calculate the angular damping for the target orientation</summary>
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public enum AngularDampingMode
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{
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/// <summary>Use Euler angles to specify damping values.
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/// Subject to gimbal-lock fwhen pitch is steep.</summary>
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Euler,
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/// <summary>
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/// Use quaternions to calculate angular damping.
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/// No per-channel control, but not susceptible to gimbal-lock</summary>
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Quaternion
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}
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/// <summary>How to calculate the angular damping for the target orientation.
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/// Use Quaternion if you expect the target to take on very steep pitches, which would
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/// be subject to gimbal lock if Eulers are used.</summary>
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public AngularDampingMode m_AngularDampingMode = AngularDampingMode.Euler;
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/// <summary>How aggressively the camera tries to track the target rotation's X angle.
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/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to track the target rotation's X angle. "
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+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
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public float m_PitchDamping = 0;
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/// <summary>How aggressively the camera tries to track the target rotation's Y angle.
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/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to track the target rotation's Y angle. "
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+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
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public float m_YawDamping = 0;
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/// <summary>How aggressively the camera tries to track the target rotation's Z angle.
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/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to track the target rotation's Z angle. "
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+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
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public float m_RollDamping = 0f;
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/// <summary>How aggressively the camera tries to track the target's orientation.
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/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to track the target's orientation. "
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+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
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public float m_AngularDamping = 0f;
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/// <summary>Derived classes should call this from their OnValidate() implementation</summary>
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protected virtual void OnValidate()
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{
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m_FollowOffset = EffectiveOffset;
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}
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/// <summary>Hide the offset in int inspector. Used by FreeLook.</summary>
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public bool HideOffsetInInspector { get; set; }
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/// <summary>Get the target offset, with sanitization</summary>
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public Vector3 EffectiveOffset
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{
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get
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{
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Vector3 offset = m_FollowOffset;
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if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
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{
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offset.x = 0;
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offset.z = -Mathf.Abs(offset.z);
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}
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return offset;
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}
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}
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/// <summary>True if component is enabled and has a valid Follow target</summary>
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public override bool IsValid { get { return enabled && FollowTarget != null; } }
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/// <summary>Get the Cinemachine Pipeline stage that this component implements.
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/// Always returns the Body stage</summary>
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public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Body; } }
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/// <summary>
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/// Report maximum damping time needed for this component.
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/// </summary>
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/// <returns>Highest damping setting in this component</returns>
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public override float GetMaxDampTime()
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{
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var d = Damping;
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var d2 = AngularDamping;
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var a = Mathf.Max(d.x, Mathf.Max(d.y, d.z));
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var b = Mathf.Max(d2.x, Mathf.Max(d2.y, d2.z));
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return Mathf.Max(a, b);
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}
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/// <summary>Positions the virtual camera according to the transposer rules.</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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InitPrevFrameStateInfo(ref curState, deltaTime);
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if (IsValid)
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{
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Vector3 offset = EffectiveOffset;
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TrackTarget(deltaTime, curState.ReferenceUp, offset, out Vector3 pos, out Quaternion orient);
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offset = orient * offset;
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curState.ReferenceUp = orient * Vector3.up;
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// Respect minimum target distance on XZ plane
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var targetPosition = FollowTargetPosition;
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pos += GetOffsetForMinimumTargetDistance(
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pos, offset, curState.RawOrientation * Vector3.forward,
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curState.ReferenceUp, targetPosition);
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curState.RawPosition = pos + offset;
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}
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}
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/// <summary>This is called to notify the us that a target got warped,
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/// so that we can update its internal state to make the camera
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/// also warp seamlessy.</summary>
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/// <param name="target">The object that was warped</param>
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/// <param name="positionDelta">The amount the target's position changed</param>
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public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
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{
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base.OnTargetObjectWarped(target, positionDelta);
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if (target == FollowTarget)
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m_PreviousTargetPosition += positionDelta;
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}
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/// <summary>
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/// Force the virtual camera to assume a given position and orientation
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/// </summary>
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/// <param name="pos">Worldspace pposition to take</param>
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/// <param name="rot">Worldspace orientation to take</param>
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public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
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{
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base.ForceCameraPosition(pos, rot);
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// Infer target pos from camera
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var targetRot = m_BindingMode == BindingMode.SimpleFollowWithWorldUp
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? rot : GetReferenceOrientation(VirtualCamera.State.ReferenceUp);
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m_PreviousTargetPosition = pos - targetRot * EffectiveOffset;
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}
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/// <summary>Initializes the state for previous frame if appropriate.</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Current effective deltaTime.</param>
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protected void InitPrevFrameStateInfo(
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ref CameraState curState, float deltaTime)
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{
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bool prevStateValid = deltaTime >= 0 && VirtualCamera.PreviousStateIsValid;
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if (m_previousTarget != FollowTarget || !prevStateValid)
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{
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m_previousTarget = FollowTarget;
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m_targetOrientationOnAssign = FollowTargetRotation;
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}
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if (!prevStateValid)
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{
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m_PreviousTargetPosition = FollowTargetPosition;
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m_PreviousReferenceOrientation = GetReferenceOrientation(curState.ReferenceUp);
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}
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}
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/// <summary>Positions the virtual camera according to the transposer rules.</summary>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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/// <param name="up">Current camera up</param>
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/// <param name="desiredCameraOffset">Where we want to put the camera relative to the follow target</param>
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/// <param name="outTargetPosition">Resulting camera position</param>
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/// <param name="outTargetOrient">Damped target orientation</param>
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protected void TrackTarget(
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float deltaTime, Vector3 up, Vector3 desiredCameraOffset,
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out Vector3 outTargetPosition, out Quaternion outTargetOrient)
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{
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var targetOrientation = GetReferenceOrientation(up);
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var dampedOrientation = targetOrientation;
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bool prevStateValid = deltaTime >= 0 && VirtualCamera.PreviousStateIsValid;
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if (prevStateValid)
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{
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if (m_AngularDampingMode == AngularDampingMode.Quaternion
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&& m_BindingMode == BindingMode.LockToTarget)
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{
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float t = VirtualCamera.DetachedFollowTargetDamp(1, m_AngularDamping, deltaTime);
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dampedOrientation = Quaternion.Slerp(
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m_PreviousReferenceOrientation, targetOrientation, t);
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}
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else if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
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{
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var relative = (Quaternion.Inverse(m_PreviousReferenceOrientation)
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* targetOrientation).eulerAngles;
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for (int i = 0; i < 3; ++i)
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{
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if (relative[i] > 180)
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relative[i] -= 360;
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if (Mathf.Abs(relative[i]) < 0.01f) // correct for precision drift
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relative[i] = 0;
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}
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relative = VirtualCamera.DetachedFollowTargetDamp(relative, AngularDamping, deltaTime);
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dampedOrientation = m_PreviousReferenceOrientation * Quaternion.Euler(relative);
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}
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}
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m_PreviousReferenceOrientation = dampedOrientation;
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var targetPosition = FollowTargetPosition;
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var currentPosition = m_PreviousTargetPosition;
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var previousOffset = prevStateValid ? m_PreviousOffset : desiredCameraOffset;
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var offsetDelta = desiredCameraOffset - previousOffset;
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if (offsetDelta.sqrMagnitude > 0.01f)
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{
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var q = UnityVectorExtensions.SafeFromToRotation(
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m_PreviousOffset.ProjectOntoPlane(up),
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desiredCameraOffset.ProjectOntoPlane(up), up);
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currentPosition = targetPosition + q * (m_PreviousTargetPosition - targetPosition);
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}
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m_PreviousOffset = desiredCameraOffset;
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// Adjust for damping, which is done in camera-offset-local coords
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var positionDelta = targetPosition - currentPosition;
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if (prevStateValid)
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{
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Quaternion dampingSpace;
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if (desiredCameraOffset.AlmostZero())
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dampingSpace = VcamState.RawOrientation;
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else
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dampingSpace = Quaternion.LookRotation(dampedOrientation * desiredCameraOffset, up);
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var localDelta = Quaternion.Inverse(dampingSpace) * positionDelta;
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localDelta = VirtualCamera.DetachedFollowTargetDamp(localDelta, Damping, deltaTime);
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positionDelta = dampingSpace * localDelta;
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}
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currentPosition += positionDelta;
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outTargetPosition = m_PreviousTargetPosition = currentPosition;
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outTargetOrient = dampedOrientation;
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}
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/// <summary>Return a new damped target position that respects the minimum
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/// distance from the real target</summary>
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/// <param name="dampedTargetPos">The effective position of the target, after damping</param>
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/// <param name="cameraOffset">Desired camera offset from target</param>
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/// <param name="cameraFwd">Current camera local +Z direction</param>
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/// <param name="up">Effective world up</param>
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/// <param name="actualTargetPos">The real undamped target position</param>
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/// <returns>New camera offset, potentially adjusted to respect minimum distance from target</returns>
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protected Vector3 GetOffsetForMinimumTargetDistance(
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Vector3 dampedTargetPos, Vector3 cameraOffset,
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Vector3 cameraFwd, Vector3 up, Vector3 actualTargetPos)
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{
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var posOffset = Vector3.zero;
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if (VirtualCamera.FollowTargetAttachment > 1 - Epsilon)
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{
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cameraOffset = cameraOffset.ProjectOntoPlane(up);
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var minDistance = cameraOffset.magnitude * 0.2f;
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if (minDistance > 0)
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{
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actualTargetPos = actualTargetPos.ProjectOntoPlane(up);
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dampedTargetPos = dampedTargetPos.ProjectOntoPlane(up);
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var cameraPos = dampedTargetPos + cameraOffset;
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var d = Vector3.Dot(
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actualTargetPos - cameraPos,
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(dampedTargetPos - cameraPos).normalized);
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if (d < minDistance)
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{
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var dir = actualTargetPos - dampedTargetPos;
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var len = dir.magnitude;
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if (len < 0.01f)
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dir = -cameraFwd.ProjectOntoPlane(up);
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else
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dir /= len;
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posOffset = dir * (minDistance - d);
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}
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m_PreviousTargetPosition += posOffset;
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}
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}
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return posOffset;
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}
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/// <summary>
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/// Damping speeds for each of the 3 axes of the offset from target
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/// </summary>
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protected Vector3 Damping
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{
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get
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{
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switch (m_BindingMode)
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{
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case BindingMode.SimpleFollowWithWorldUp:
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return new Vector3(0, m_YDamping, m_ZDamping);
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default:
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return new Vector3(m_XDamping, m_YDamping, m_ZDamping);
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}
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}
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}
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/// <summary>
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/// Damping speeds for each of the 3 axes of the target's rotation
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/// </summary>
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protected Vector3 AngularDamping
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{
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get
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{
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switch (m_BindingMode)
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{
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case BindingMode.LockToTargetNoRoll:
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return new Vector3(m_PitchDamping, m_YawDamping, 0);
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case BindingMode.LockToTargetWithWorldUp:
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return new Vector3(0, m_YawDamping, 0);
|
||
|
case BindingMode.LockToTargetOnAssign:
|
||
|
case BindingMode.WorldSpace:
|
||
|
case BindingMode.SimpleFollowWithWorldUp:
|
||
|
return Vector3.zero;
|
||
|
default:
|
||
|
return new Vector3(m_PitchDamping, m_YawDamping, m_RollDamping);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Internal API for the Inspector Editor, so it can draw a marker at the target</summary>
|
||
|
/// <param name="worldUp">Current effective world up</param>
|
||
|
/// <returns>The position of the Follow target</returns>
|
||
|
public virtual Vector3 GetTargetCameraPosition(Vector3 worldUp)
|
||
|
{
|
||
|
if (!IsValid)
|
||
|
return Vector3.zero;
|
||
|
return FollowTargetPosition + GetReferenceOrientation(worldUp) * EffectiveOffset;
|
||
|
}
|
||
|
|
||
|
/// <summary>State information for damping</summary>
|
||
|
Vector3 m_PreviousTargetPosition = Vector3.zero;
|
||
|
Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
|
||
|
Quaternion m_targetOrientationOnAssign = Quaternion.identity;
|
||
|
Vector3 m_PreviousOffset;
|
||
|
Transform m_previousTarget = null;
|
||
|
|
||
|
/// <summary>Internal API for the Inspector Editor, so it can draw a marker at the target</summary>
|
||
|
/// <param name="worldUp">Current effective world up</param>
|
||
|
/// <returns>The rotation of the Follow target, as understood by the Transposer.
|
||
|
/// This is not necessarily the same thing as the actual target rotation</returns>
|
||
|
public Quaternion GetReferenceOrientation(Vector3 worldUp)
|
||
|
{
|
||
|
if (m_BindingMode == BindingMode.WorldSpace)
|
||
|
return Quaternion.identity;
|
||
|
if (FollowTarget != null)
|
||
|
{
|
||
|
Quaternion targetOrientation = FollowTarget.rotation;
|
||
|
switch (m_BindingMode)
|
||
|
{
|
||
|
case BindingMode.LockToTargetOnAssign:
|
||
|
return m_targetOrientationOnAssign;
|
||
|
case BindingMode.LockToTargetWithWorldUp:
|
||
|
{
|
||
|
Vector3 fwd = (targetOrientation * Vector3.forward).ProjectOntoPlane(worldUp);
|
||
|
if (fwd.AlmostZero())
|
||
|
break;
|
||
|
return Quaternion.LookRotation(fwd, worldUp);
|
||
|
}
|
||
|
case BindingMode.LockToTargetNoRoll:
|
||
|
return Quaternion.LookRotation(targetOrientation * Vector3.forward, worldUp);
|
||
|
case BindingMode.LockToTarget:
|
||
|
return targetOrientation;
|
||
|
case BindingMode.SimpleFollowWithWorldUp:
|
||
|
{
|
||
|
Vector3 fwd = (FollowTargetPosition - VcamState.RawPosition).ProjectOntoPlane(worldUp);
|
||
|
if (fwd.AlmostZero())
|
||
|
break;
|
||
|
return Quaternion.LookRotation(fwd, worldUp);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// Gimbal lock situation - use previous orientation if it exists
|
||
|
#if UNITY_2019_1_OR_NEWER
|
||
|
return m_PreviousReferenceOrientation.normalized;
|
||
|
#else
|
||
|
return m_PreviousReferenceOrientation.Normalized();
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|