using Cinemachine.Utility;
using UnityEngine;
namespace Cinemachine
{
///
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to aim the camera in response to the user's mouse or joystick input.
///
/// The composer does not change the camera's position. It will only pan and tilt the
/// camera where it is, in order to get the desired framing. To move the camera, you have
/// to use the virtual camera's Body section.
///
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[SaveDuringPlay]
public class CinemachinePOV : CinemachineComponentBase
{
///
/// Defines the recentering target: Recentering goes here
///
public enum RecenterTargetMode
{
///
/// Just go to 0
///
None,
///
/// Axis angles are relative to Follow target's forward
///
FollowTargetForward,
///
/// Axis angles are relative to LookAt target's forward
///
LookAtTargetForward
}
///
/// Defines the recentering target: recentering goes here
///
public RecenterTargetMode m_RecenterTarget = RecenterTargetMode.None;
/// The Vertical axis. Value is -90..90. Controls the vertical orientation
[Tooltip("The Vertical axis. Value is -90..90. Controls the vertical orientation")]
[AxisStateProperty]
public AxisState m_VerticalAxis = new AxisState(-70, 70, false, false, 300f, 0.1f, 0.1f, "Mouse Y", true);
/// Controls how automatic recentering of the Vertical axis is accomplished
[Tooltip("Controls how automatic recentering of the Vertical axis is accomplished")]
public AxisState.Recentering m_VerticalRecentering = new AxisState.Recentering(false, 1, 2);
/// The Horizontal axis. Value is -180..180. Controls the horizontal orientation
[Tooltip("The Horizontal axis. Value is -180..180. Controls the horizontal orientation")]
[AxisStateProperty]
public AxisState m_HorizontalAxis = new AxisState(-180, 180, true, false, 300f, 0.1f, 0.1f, "Mouse X", false);
/// Controls how automatic recentering of the Horizontal axis is accomplished
[Tooltip("Controls how automatic recentering of the Horizontal axis is accomplished")]
public AxisState.Recentering m_HorizontalRecentering = new AxisState.Recentering(false, 1, 2);
/// Obsolete - no longer used
[HideInInspector]
[Tooltip("Obsolete - no longer used")]
public bool m_ApplyBeforeBody;
Quaternion m_PreviousCameraRotation;
/// True if component is enabled and has a LookAt defined
public override bool IsValid { get { return enabled; } }
/// Get the Cinemachine Pipeline stage that this component implements.
/// Always returns the Aim stage
public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Aim; } }
private void OnValidate()
{
m_VerticalAxis.Validate();
m_VerticalRecentering.Validate();
m_HorizontalAxis.Validate();
m_HorizontalRecentering.Validate();
}
private void OnEnable()
{
UpdateInputAxisProvider();
}
///
/// API for the inspector. Internal use only
///
public void UpdateInputAxisProvider()
{
m_HorizontalAxis.SetInputAxisProvider(0, null);
m_VerticalAxis.SetInputAxisProvider(1, null);
if (VirtualCamera != null)
{
var provider = VirtualCamera.GetInputAxisProvider();
if (provider != null)
{
m_HorizontalAxis.SetInputAxisProvider(0, provider);
m_VerticalAxis.SetInputAxisProvider(1, provider);
}
}
}
/// Does nothing
///
///
public override void PrePipelineMutateCameraState(ref CameraState state, float deltaTime) {}
/// Applies the axis values and orients the camera accordingly
/// The current camera state
/// Used for calculating damping. Not used.
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (!IsValid)
return;
// Only read joystick when game is playing
if (deltaTime >= 0 && (!VirtualCamera.PreviousStateIsValid || !CinemachineCore.Instance.IsLive(VirtualCamera)))
deltaTime = -1;
if (deltaTime >= 0)
{
if (m_HorizontalAxis.Update(deltaTime))
m_HorizontalRecentering.CancelRecentering();
if (m_VerticalAxis.Update(deltaTime))
m_VerticalRecentering.CancelRecentering();
}
var recenterTarget = GetRecenterTarget();
m_HorizontalRecentering.DoRecentering(ref m_HorizontalAxis, deltaTime, recenterTarget.x);
m_VerticalRecentering.DoRecentering(ref m_VerticalAxis, deltaTime, recenterTarget.y);
// If we have a transform parent, then apply POV in the local space of the parent
Quaternion rot = Quaternion.Euler(m_VerticalAxis.Value, m_HorizontalAxis.Value, 0);
Transform parent = VirtualCamera.transform.parent;
if (parent != null)
rot = parent.rotation * rot;
else
rot = Quaternion.FromToRotation(Vector3.up, curState.ReferenceUp) * rot;
curState.RawOrientation = rot;
if (VirtualCamera.PreviousStateIsValid)
curState.PositionDampingBypass = UnityVectorExtensions.SafeFromToRotation(
m_PreviousCameraRotation * Vector3.forward,
rot * Vector3.forward, curState.ReferenceUp).eulerAngles;
m_PreviousCameraRotation = rot;
}
///
/// Get the horizonmtal and vertical angles that correspong to "at rest" position.
///
/// X is horizontal angle (rot Y) and Y is vertical angle (rot X)
public Vector2 GetRecenterTarget()
{
Transform t = null;
switch (m_RecenterTarget)
{
case RecenterTargetMode.FollowTargetForward: t = VirtualCamera.Follow; break;
case RecenterTargetMode.LookAtTargetForward: t = VirtualCamera.LookAt; break;
default: break;
}
if (t != null)
{
var fwd = t.forward;
Transform parent = VirtualCamera.transform.parent;
if (parent != null)
fwd = parent.rotation * fwd;
var v = Quaternion.FromToRotation(Vector3.forward, fwd).eulerAngles;
return new Vector2(NormalizeAngle(v.y), NormalizeAngle(v.x));
}
return Vector2.zero;
}
// Normalize angle value to [-180, 180] degrees.
static float NormalizeAngle(float angle)
{
return ((angle + 180) % 360) - 180;
}
///
/// Force the virtual camera to assume a given position and orientation.
/// Procedural placement then takes over
///
/// Worldspace pposition to take
/// Worldspace orientation to take
public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
{
SetAxesForRotation(rot);
}
/// Notification that this virtual camera is going live.
/// Base class implementation does nothing.
/// The camera being deactivated. May be null.
/// Default world Up, set by the CinemachineBrain
/// Delta time for time-based effects (ignore if less than or equal to 0)
/// Transition settings for this vcam
/// True if the vcam should do an internal update as a result of this call
public override bool OnTransitionFromCamera(
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime,
ref CinemachineVirtualCameraBase.TransitionParams transitionParams)
{
m_HorizontalRecentering.DoRecentering(ref m_HorizontalAxis, -1, 0);
m_VerticalRecentering.DoRecentering(ref m_VerticalAxis, -1, 0);
m_HorizontalRecentering.CancelRecentering();
m_VerticalRecentering.CancelRecentering();
if (fromCam != null && transitionParams.m_InheritPosition
&& !CinemachineCore.Instance.IsLiveInBlend(VirtualCamera))
{
SetAxesForRotation(fromCam.State.RawOrientation);
return true;
}
return false;
}
/// POV is controlled by input.
public override bool RequiresUserInput => true;
void SetAxesForRotation(Quaternion targetRot)
{
Vector3 up = VcamState.ReferenceUp;
Vector3 fwd = Vector3.forward;
Transform parent = VirtualCamera.transform.parent;
if (parent != null)
fwd = parent.rotation * fwd;
m_HorizontalAxis.Value = 0;
m_HorizontalAxis.Reset();
Vector3 targetFwd = targetRot * Vector3.forward;
Vector3 a = fwd.ProjectOntoPlane(up);
Vector3 b = targetFwd.ProjectOntoPlane(up);
if (!a.AlmostZero() && !b.AlmostZero())
m_HorizontalAxis.Value = Vector3.SignedAngle(a, b, up);
m_VerticalAxis.Value = 0;
m_VerticalAxis.Reset();
fwd = Quaternion.AngleAxis(m_HorizontalAxis.Value, up) * fwd;
Vector3 right = Vector3.Cross(up, fwd);
if (!right.AlmostZero())
m_VerticalAxis.Value = Vector3.SignedAngle(fwd, targetFwd, right);
}
}
}