using UnityEngine;
using Cinemachine.Utility;
namespace Cinemachine
{
///
/// An add-on module for Cinemachine Virtual Camera that adjusts
/// the FOV of the lens to keep the target object at a constant size on the screen,
/// regardless of camera and target position.
///
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
[ExecuteAlways]
[DisallowMultipleComponent]
[HelpURL(Documentation.BaseURL + "manual/CinemachineFollowZoom.html")]
public class CinemachineFollowZoom : CinemachineExtension
{
/// The shot width to maintain, in world units, at target distance.
/// FOV will be adusted as far as possible to maintain this width at the
/// target distance from the camera.
[Tooltip("The shot width to maintain, in world units, at target distance.")]
public float m_Width = 2f;
/// Increase this value to soften the aggressiveness of the follow-zoom.
/// Small numbers are more responsive, larger numbers give a more heavy slowly responding camera.
[Range(0f, 20f)]
[Tooltip("Increase this value to soften the aggressiveness of the follow-zoom. Small numbers are more responsive, larger numbers give a more heavy slowly responding camera.")]
public float m_Damping = 1f;
/// Will not generate an FOV smaller than this.
[Range(1f, 179f)]
[Tooltip("Lower limit for the FOV that this behaviour will generate.")]
public float m_MinFOV = 3f;
/// Will not generate an FOV larget than this.
[Range(1f, 179f)]
[Tooltip("Upper limit for the FOV that this behaviour will generate.")]
public float m_MaxFOV = 60f;
private void OnValidate()
{
m_Width = Mathf.Max(0, m_Width);
m_MaxFOV = Mathf.Clamp(m_MaxFOV, 1, 179);
m_MinFOV = Mathf.Clamp(m_MinFOV, 1, m_MaxFOV);
}
class VcamExtraState
{
public float m_previousFrameZoom = 0;
}
///
/// Report maximum damping time needed for this component.
///
/// Highest damping setting in this component
public override float GetMaxDampTime()
{
return m_Damping;
}
/// Callback to preform the zoom adjustment
/// The virtual camera being processed
/// The current pipeline stage
/// The current virtual camera state
/// The current applicable deltaTime
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
VcamExtraState extra = GetExtraState(vcam);
if (deltaTime < 0 || !VirtualCamera.PreviousStateIsValid)
extra.m_previousFrameZoom = state.Lens.FieldOfView;
// Set the zoom after the body has been positioned, but before the aim,
// so that composer can compose using the updated fov.
if (stage == CinemachineCore.Stage.Body)
{
// Try to reproduce the target width
float targetWidth = Mathf.Max(m_Width, 0);
float fov = 179f;
float d = Vector3.Distance(state.CorrectedPosition, state.ReferenceLookAt);
if (d > UnityVectorExtensions.Epsilon)
{
// Clamp targetWidth to FOV min/max
float minW = d * 2f * Mathf.Tan(m_MinFOV * Mathf.Deg2Rad / 2f);
float maxW = d * 2f * Mathf.Tan(m_MaxFOV * Mathf.Deg2Rad / 2f);
targetWidth = Mathf.Clamp(targetWidth, minW, maxW);
// Apply damping
if (deltaTime >= 0 && m_Damping > 0 && VirtualCamera.PreviousStateIsValid)
{
float currentWidth = d * 2f * Mathf.Tan(extra.m_previousFrameZoom * Mathf.Deg2Rad / 2f);
float delta = targetWidth - currentWidth;
delta = VirtualCamera.DetachedLookAtTargetDamp(delta, m_Damping, deltaTime);
targetWidth = currentWidth + delta;
}
fov = 2f * Mathf.Atan(targetWidth / (2 * d)) * Mathf.Rad2Deg;
}
LensSettings lens = state.Lens;
lens.FieldOfView = extra.m_previousFrameZoom = Mathf.Clamp(fov, m_MinFOV, m_MaxFOV);
state.Lens = lens;
}
}
}
}