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); } } }