forked from BilalY/Rasagar
514 lines
26 KiB
C#
514 lines
26 KiB
C#
using UnityEngine;
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using System;
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using Cinemachine.Utility;
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using UnityEngine.Serialization;
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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 Aim section of the component pipeline.
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/// Its job is to aim the camera at the vcam's LookAt target object, with
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/// configurable offsets, damping, and composition rules.
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///
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/// The composer does not change the camera's position. It will only pan and tilt the
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/// camera where it is, in order to get the desired framing. To move the camera, you have
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/// to use the virtual camera's Body section.
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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 CinemachineComposer : CinemachineComponentBase
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{
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/// <summary>Target offset from the object's center in LOCAL space which
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/// the Composer tracks. Use this to fine-tune the tracking target position
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/// when the desired area is not in the tracked object's center</summary>
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[Tooltip("Target offset from the target object's center in target-local space. Use this to "
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+ "fine-tune the tracking target position when the desired area is not the tracked object's center.")]
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public Vector3 m_TrackedObjectOffset = Vector3.zero;
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/// <summary>This setting will instruct the composer to adjust its target offset based
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/// on the motion of the target. The composer will look at a point where it estimates
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/// the target will be this many seconds into the future. Note that this setting is sensitive
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/// to noisy animation, and can amplify the noise, resulting in undesirable camera jitter.
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/// If the camera jitters unacceptably when the target is in motion, turn down this setting,
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/// or animate the target more smoothly.</summary>
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[Space]
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[Tooltip("This setting will instruct the composer to adjust its target offset based on the motion "
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+ "of the target. The composer will look at a point where it estimates the target will be this "
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+ "many seconds into the future. Note that this setting is sensitive to noisy animation, and "
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+ "can amplify the noise, resulting in undesirable camera jitter. If the camera jitters "
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+ "unacceptably when the target is in motion, turn down this setting, or animate the target more smoothly.")]
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[Range(0f, 1f)]
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public float m_LookaheadTime = 0;
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/// <summary>Controls the smoothness of the lookahead algorithm. Larger values smooth out
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/// jittery predictions and also increase prediction lag</summary>
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[Tooltip("Controls the smoothness of the lookahead algorithm. Larger values smooth "
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+ "out jittery predictions and also increase prediction lag")]
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[Range(0, 30)]
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public float m_LookaheadSmoothing = 0;
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/// <summary>If checked, movement along the Y axis will be ignored for lookahead calculations</summary>
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[Tooltip("If checked, movement along the Y axis will be ignored for lookahead calculations")]
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public bool m_LookaheadIgnoreY;
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/// <summary>How aggressively the camera tries to follow the target in the screen-horizontal direction.
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/// Small numbers are more responsive, rapidly orienting the camera to keep the target in
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/// the dead zone. Larger numbers give a more heavy slowly responding camera.
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/// Using different vertical and horizontal settings can yield a wide range of camera behaviors.</summary>
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[Space]
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[Range(0f, 20)]
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[Tooltip("How aggressively the camera tries to follow the target in the screen-horizontal direction. "
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+ "Small numbers are more responsive, rapidly orienting the camera to keep the target in "
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+ "the dead zone. Larger numbers give a more heavy slowly responding camera. Using different "
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+ "vertical and horizontal settings can yield a wide range of camera behaviors.")]
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public float m_HorizontalDamping = 0.5f;
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/// <summary>How aggressively the camera tries to follow the target in the screen-vertical direction.
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/// Small numbers are more responsive, rapidly orienting the camera to keep the target in
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/// the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical
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/// and horizontal settings can yield a wide range of camera behaviors.</summary>
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[Range(0f, 20)]
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[Tooltip("How aggressively the camera tries to follow the target in the screen-vertical direction. "
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+ "Small numbers are more responsive, rapidly orienting the camera to keep the target in "
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+ "the dead zone. Larger numbers give a more heavy slowly responding camera. Using different "
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+ "vertical and horizontal settings can yield a wide range of camera behaviors.")]
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public float m_VerticalDamping = 0.5f;
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/// <summary>Horizontal screen position for target. The camera will rotate to the position the tracked object here</summary>
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[Space]
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[Range(-0.5f, 1.5f)]
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[Tooltip("Horizontal screen position for target. The camera will rotate to position the tracked object here.")]
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public float m_ScreenX = 0.5f;
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/// <summary>Vertical screen position for target, The camera will rotate to to position the tracked object here</summary>
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[Range(-0.5f, 1.5f)]
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[Tooltip("Vertical screen position for target, The camera will rotate to position the tracked object here.")]
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public float m_ScreenY = 0.5f;
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/// <summary>Camera will not rotate horizontally if the target is within this range of the position</summary>
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[Range(0f, 2f)]
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[Tooltip("Camera will not rotate horizontally if the target is within this range of the position.")]
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public float m_DeadZoneWidth = 0f;
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/// <summary>Camera will not rotate vertically if the target is within this range of the position</summary>
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[Range(0f, 2f)]
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[Tooltip("Camera will not rotate vertically if the target is within this range of the position.")]
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public float m_DeadZoneHeight = 0f;
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/// <summary>When target is within this region, camera will gradually move to re-align
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/// towards the desired position, depending onm the damping speed</summary>
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[Range(0f, 2f)]
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[Tooltip("When target is within this region, camera will gradually rotate horizontally to re-align "
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+ "towards the desired position, depending on the damping speed.")]
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public float m_SoftZoneWidth = 0.8f;
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/// <summary>When target is within this region, camera will gradually move to re-align
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/// towards the desired position, depending onm the damping speed</summary>
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[Range(0f, 2f)]
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[Tooltip("When target is within this region, camera will gradually rotate vertically to re-align "
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+ "towards the desired position, depending on the damping speed.")]
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public float m_SoftZoneHeight = 0.8f;
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/// <summary>A non-zero bias will move the targt position away from the center of the soft zone</summary>
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[Range(-0.5f, 0.5f)]
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[Tooltip("A non-zero bias will move the target position horizontally away from the center of the soft zone.")]
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public float m_BiasX = 0f;
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/// <summary>A non-zero bias will move the targt position away from the center of the soft zone</summary>
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[Range(-0.5f, 0.5f)]
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[Tooltip("A non-zero bias will move the target position vertically away from the center of the soft zone.")]
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public float m_BiasY = 0f;
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/// <summary>Force target to center of screen when this camera activates.
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/// If false, will clamp target to the edges of the dead zone</summary>
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[Tooltip("Force target to center of screen when this camera activates. If false, will "
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+ "clamp target to the edges of the dead zone")]
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public bool m_CenterOnActivate = true;
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/// <summary>True if component is enabled and has a LookAt defined</summary>
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public override bool IsValid { get { return enabled && LookAtTarget != null; } }
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/// <summary>Get the Cinemachine Pipeline stage that this component implements.
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/// Always returns the Aim stage</summary>
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public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Aim; } }
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/// <summary>Internal API for inspector</summary>
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public Vector3 TrackedPoint { get; private set; }
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/// <summary>Apply the target offsets to the target location.
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/// Also set the TrackedPoint property, taking lookahead into account.</summary>
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/// <param name="lookAt">The unoffset LookAt point</param>
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/// <param name="up">Currest effective world up</param>
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/// <param name="deltaTime">Current effective deltaTime</param>
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/// <returns>The LookAt point with the offset applied</returns>
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protected virtual Vector3 GetLookAtPointAndSetTrackedPoint(
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Vector3 lookAt, Vector3 up, float deltaTime)
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{
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Vector3 pos = lookAt;
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if (LookAtTarget != null)
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pos += LookAtTargetRotation * m_TrackedObjectOffset;
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if (m_LookaheadTime < Epsilon)
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TrackedPoint = pos;
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else
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{
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var resetLookahead = VirtualCamera.LookAtTargetChanged || !VirtualCamera.PreviousStateIsValid;
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m_Predictor.Smoothing = m_LookaheadSmoothing;
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m_Predictor.AddPosition(pos, resetLookahead ? -1 : deltaTime, m_LookaheadTime);
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var delta = m_Predictor.PredictPositionDelta(m_LookaheadTime);
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if (m_LookaheadIgnoreY)
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delta = delta.ProjectOntoPlane(up);
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TrackedPoint = pos + delta;
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}
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return pos;
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}
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/// <summary>State information for damping</summary>
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Vector3 m_CameraPosPrevFrame = Vector3.zero;
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Vector3 m_LookAtPrevFrame = Vector3.zero;
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Vector2 m_ScreenOffsetPrevFrame = Vector2.zero;
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Quaternion m_CameraOrientationPrevFrame = Quaternion.identity;
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internal PositionPredictor m_Predictor = new PositionPredictor();
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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 == LookAtTarget)
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{
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m_CameraPosPrevFrame += positionDelta;
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m_LookAtPrevFrame += positionDelta;
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m_Predictor.ApplyTransformDelta(positionDelta);
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}
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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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m_CameraPosPrevFrame = pos;
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m_CameraOrientationPrevFrame = rot;
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}
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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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return Mathf.Max(m_HorizontalDamping, m_VerticalDamping);
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}
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/// <summary>Sets the state's ReferenceLookAt, applying the offset.</summary>
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/// <param name="curState">Input state that must be mutated</param>
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/// <param name="deltaTime">Current effective deltaTime</param>
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public override void PrePipelineMutateCameraState(ref CameraState curState, float deltaTime)
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{
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if (IsValid && curState.HasLookAt)
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curState.ReferenceLookAt = GetLookAtPointAndSetTrackedPoint(
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curState.ReferenceLookAt, curState.ReferenceUp, deltaTime);
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}
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/// <summary>Applies the composer rules and orients the camera accordingly</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Used for calculating damping. If less than
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/// zero, then target will snap to the center of the dead zone.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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if (!IsValid || !curState.HasLookAt)
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return;
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// Correct the tracked point in the event that it's behind the camera
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// while the real target is in front
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if (!(TrackedPoint - curState.ReferenceLookAt).AlmostZero())
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{
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Vector3 mid = Vector3.Lerp(curState.CorrectedPosition, curState.ReferenceLookAt, 0.5f);
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Vector3 toLookAt = curState.ReferenceLookAt - mid;
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Vector3 toTracked = TrackedPoint - mid;
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if (Vector3.Dot(toLookAt, toTracked) < 0)
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{
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float t = Vector3.Distance(curState.ReferenceLookAt, mid)
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/ Vector3.Distance(curState.ReferenceLookAt, TrackedPoint);
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TrackedPoint = Vector3.Lerp(curState.ReferenceLookAt, TrackedPoint, t);
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}
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}
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float targetDistance = (TrackedPoint - curState.CorrectedPosition).magnitude;
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if (targetDistance < Epsilon)
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{
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if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
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curState.RawOrientation = m_CameraOrientationPrevFrame;
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return; // navel-gazing, get outa here
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}
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// Expensive FOV calculations
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mCache.UpdateCache(curState.Lens, SoftGuideRect, HardGuideRect, targetDistance);
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Quaternion rigOrientation = curState.RawOrientation;
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if (deltaTime < 0 || !VirtualCamera.PreviousStateIsValid)
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{
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// No damping, just snap to central bounds, skipping the soft zone
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rigOrientation = Quaternion.LookRotation(
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rigOrientation * Vector3.forward, curState.ReferenceUp);
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Rect rect = mCache.mFovSoftGuideRect;
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if (m_CenterOnActivate)
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rect = new Rect(rect.center, Vector2.zero); // Force to center
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RotateToScreenBounds(
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ref curState, rect, curState.ReferenceLookAt,
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ref rigOrientation, mCache.mFov, mCache.mFovH, -1);
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}
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else
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{
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// Start with previous frame's orientation (but with current up)
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Vector3 dir = m_LookAtPrevFrame - m_CameraPosPrevFrame;
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if (dir.AlmostZero())
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rigOrientation = Quaternion.LookRotation(
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m_CameraOrientationPrevFrame * Vector3.forward, curState.ReferenceUp);
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else
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{
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dir = Quaternion.Euler(curState.PositionDampingBypass) * dir;
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rigOrientation = Quaternion.LookRotation(dir, curState.ReferenceUp);
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rigOrientation = rigOrientation.ApplyCameraRotation(
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-m_ScreenOffsetPrevFrame, curState.ReferenceUp);
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}
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// Move target through the soft zone, with damping
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RotateToScreenBounds(
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ref curState, mCache.mFovSoftGuideRect, TrackedPoint,
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ref rigOrientation, mCache.mFov, mCache.mFovH, deltaTime);
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// Force the actual target (not the lookahead one) into the hard bounds, no damping
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if (deltaTime < 0 || VirtualCamera.LookAtTargetAttachment > 1 - Epsilon)
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RotateToScreenBounds(
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ref curState, mCache.mFovHardGuideRect, curState.ReferenceLookAt,
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ref rigOrientation, mCache.mFov, mCache.mFovH, -1);
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}
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m_CameraPosPrevFrame = curState.CorrectedPosition;
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m_LookAtPrevFrame = TrackedPoint;
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m_CameraOrientationPrevFrame = UnityQuaternionExtensions.Normalized(rigOrientation);
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m_ScreenOffsetPrevFrame = m_CameraOrientationPrevFrame.GetCameraRotationToTarget(
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m_LookAtPrevFrame - curState.CorrectedPosition, curState.ReferenceUp);
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curState.RawOrientation = m_CameraOrientationPrevFrame;
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}
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/// <summary>Internal API for the inspector editor</summary>
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internal Rect SoftGuideRect
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{
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get
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{
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return new Rect(
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m_ScreenX - m_DeadZoneWidth / 2, m_ScreenY - m_DeadZoneHeight / 2,
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m_DeadZoneWidth, m_DeadZoneHeight);
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}
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set
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{
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m_DeadZoneWidth = Mathf.Clamp(value.width, 0, 2);
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m_DeadZoneHeight = Mathf.Clamp(value.height, 0, 2);
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m_ScreenX = Mathf.Clamp(value.x + m_DeadZoneWidth / 2, -0.5f, 1.5f);
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m_ScreenY = Mathf.Clamp(value.y + m_DeadZoneHeight / 2, -0.5f, 1.5f);
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m_SoftZoneWidth = Mathf.Max(m_SoftZoneWidth, m_DeadZoneWidth);
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m_SoftZoneHeight = Mathf.Max(m_SoftZoneHeight, m_DeadZoneHeight);
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}
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}
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/// <summary>Internal API for the inspector editor</summary>
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internal Rect HardGuideRect
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{
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get
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{
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Rect r = new Rect(
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m_ScreenX - m_SoftZoneWidth / 2, m_ScreenY - m_SoftZoneHeight / 2,
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m_SoftZoneWidth, m_SoftZoneHeight);
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r.position += new Vector2(
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m_BiasX * (m_SoftZoneWidth - m_DeadZoneWidth),
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m_BiasY * (m_SoftZoneHeight - m_DeadZoneHeight));
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return r;
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}
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set
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{
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m_SoftZoneWidth = Mathf.Clamp(value.width, 0, 2f);
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m_SoftZoneHeight = Mathf.Clamp(value.height, 0, 2f);
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m_DeadZoneWidth = Mathf.Min(m_DeadZoneWidth, m_SoftZoneWidth);
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m_DeadZoneHeight = Mathf.Min(m_DeadZoneHeight, m_SoftZoneHeight);
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}
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}
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// Cache for some expensive calculations
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struct FovCache
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{
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public Rect mFovSoftGuideRect;
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public Rect mFovHardGuideRect;
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public float mFovH;
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public float mFov;
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float mOrthoSizeOverDistance;
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float mAspect;
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Rect mSoftGuideRect;
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Rect mHardGuideRect;
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public void UpdateCache(
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LensSettings lens, Rect softGuide, Rect hardGuide, float targetDistance)
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{
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bool recalculate = mAspect != lens.Aspect
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|| softGuide != mSoftGuideRect || hardGuide != mHardGuideRect;
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if (lens.Orthographic)
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{
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float orthoOverDistance = Mathf.Abs(lens.OrthographicSize / targetDistance);
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if (mOrthoSizeOverDistance == 0
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|| Mathf.Abs(orthoOverDistance - mOrthoSizeOverDistance) / mOrthoSizeOverDistance
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> mOrthoSizeOverDistance * 0.01f)
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recalculate = true;
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if (recalculate)
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{
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// Calculate effective fov - fake it for ortho based on target distance
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mFov = Mathf.Rad2Deg * 2 * Mathf.Atan(orthoOverDistance);
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mFovH = Mathf.Rad2Deg * 2 * Mathf.Atan(lens.Aspect * orthoOverDistance);
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mOrthoSizeOverDistance = orthoOverDistance;
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}
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}
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else
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{
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var verticalFOV = lens.FieldOfView;
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if (mFov != verticalFOV)
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recalculate = true;
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if (recalculate)
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{
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mFov = verticalFOV;
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double radHFOV = 2 * Math.Atan(Math.Tan(mFov * Mathf.Deg2Rad / 2) * lens.Aspect);
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mFovH = (float)(Mathf.Rad2Deg * radHFOV);
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mOrthoSizeOverDistance = 0;
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}
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}
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if (recalculate)
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{
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mFovSoftGuideRect = ScreenToFOV(softGuide, mFov, mFovH, lens.Aspect);
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mSoftGuideRect = softGuide;
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mFovHardGuideRect = ScreenToFOV(hardGuide, mFov, mFovH, lens.Aspect);
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mHardGuideRect = hardGuide;
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mAspect = lens.Aspect;
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}
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}
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// Convert from screen coords to normalized FOV angular coords
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private Rect ScreenToFOV(Rect rScreen, float fov, float fovH, float aspect)
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{
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Rect r = new Rect(rScreen);
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Matrix4x4 persp = Matrix4x4.Perspective(fov, aspect, 0.0001f, 2f).inverse;
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Vector3 p = persp.MultiplyPoint(new Vector3(0, (r.yMin * 2f) - 1f, 0.5f)); p.z = -p.z;
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float angle = UnityVectorExtensions.SignedAngle(Vector3.forward, p, Vector3.left);
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r.yMin = ((fov / 2) + angle) / fov;
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p = persp.MultiplyPoint(new Vector3(0, (r.yMax * 2f) - 1f, 0.5f)); p.z = -p.z;
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angle = UnityVectorExtensions.SignedAngle(Vector3.forward, p, Vector3.left);
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r.yMax = ((fov / 2) + angle) / fov;
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p = persp.MultiplyPoint(new Vector3((r.xMin * 2f) - 1f, 0, 0.5f)); p.z = -p.z;
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angle = UnityVectorExtensions.SignedAngle(Vector3.forward, p, Vector3.up);
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r.xMin = ((fovH / 2) + angle) / fovH;
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p = persp.MultiplyPoint(new Vector3((r.xMax * 2f) - 1f, 0, 0.5f)); p.z = -p.z;
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angle = UnityVectorExtensions.SignedAngle(Vector3.forward, p, Vector3.up);
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r.xMax = ((fovH / 2) + angle) / fovH;
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return r;
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}
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}
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FovCache mCache;
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/// <summary>
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/// Adjust the rigOrientation to put the camera within the screen bounds.
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/// If deltaTime >= 0 then damping will be applied.
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/// Assumes that currentOrientation fwd is such that input rigOrientation's
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/// local up is NEVER NEVER NEVER pointing downwards, relative to
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/// state.ReferenceUp. If this condition is violated
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/// then you will see crazy spinning. That's the symptom.
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/// </summary>
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private void RotateToScreenBounds(
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ref CameraState state, Rect screenRect, Vector3 trackedPoint,
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ref Quaternion rigOrientation, float fov, float fovH, float deltaTime)
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{
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Vector3 targetDir = trackedPoint - state.CorrectedPosition;
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Vector2 rotToRect = rigOrientation.GetCameraRotationToTarget(targetDir, state.ReferenceUp);
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// Bring it to the edge of screenRect, if outside. Leave it alone if inside.
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ClampVerticalBounds(ref screenRect, targetDir, state.ReferenceUp, fov);
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float min = (screenRect.yMin - 0.5f) * fov;
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float max = (screenRect.yMax - 0.5f) * fov;
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if (rotToRect.x < min)
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rotToRect.x -= min;
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else if (rotToRect.x > max)
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rotToRect.x -= max;
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else
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rotToRect.x = 0;
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min = (screenRect.xMin - 0.5f) * fovH;
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max = (screenRect.xMax - 0.5f) * fovH;
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if (rotToRect.y < min)
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rotToRect.y -= min;
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else if (rotToRect.y > max)
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rotToRect.y -= max;
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else
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rotToRect.y = 0;
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// Apply damping
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if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
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{
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rotToRect.x = VirtualCamera.DetachedLookAtTargetDamp(
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rotToRect.x, m_VerticalDamping, deltaTime);
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rotToRect.y = VirtualCamera.DetachedLookAtTargetDamp(
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rotToRect.y, m_HorizontalDamping, deltaTime);
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}
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// Rotate
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rigOrientation = rigOrientation.ApplyCameraRotation(rotToRect, state.ReferenceUp);
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}
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/// <summary>
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/// Prevent upside-down camera situation. This can happen if we have a high
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/// camera pitch combined with composer settings that cause the camera to tilt
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/// beyond the vertical in order to produce the desired framing. We prevent this by
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/// clamping the composer's vertical settings so that this situation can't happen.
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/// </summary>
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private bool ClampVerticalBounds(ref Rect r, Vector3 dir, Vector3 up, float fov)
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{
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float angle = UnityVectorExtensions.Angle(dir, up);
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float halfFov = (fov / 2f) + 1; // give it a little extra to accommodate precision errors
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if (angle < halfFov)
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{
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// looking up
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float maxY = 1f - (halfFov - angle) / fov;
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if (r.yMax > maxY)
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{
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r.yMin = Mathf.Min(r.yMin, maxY);
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r.yMax = Mathf.Min(r.yMax, maxY);
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return true;
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}
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}
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if (angle > (180 - halfFov))
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{
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// looking down
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float minY = (angle - (180 - halfFov)) / fov;
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if (minY > r.yMin)
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{
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r.yMin = Mathf.Max(r.yMin, minY);
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r.yMax = Mathf.Max(r.yMax, minY);
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return true;
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}
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}
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return false;
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}
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}
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}
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