forked from BilalY/Rasagar
245 lines
11 KiB
C#
245 lines
11 KiB
C#
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 Aim section of the component pipeline.
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/// Its job is to aim the camera in response to the user's mouse or joystick input.
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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 CinemachinePOV : CinemachineComponentBase
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{
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/// <summary>
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/// Defines the recentering target: Recentering goes here
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/// </summary>
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public enum RecenterTargetMode
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{
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/// <summary>
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/// Just go to 0
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/// </summary>
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None,
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/// <summary>
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/// Axis angles are relative to Follow target's forward
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/// </summary>
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FollowTargetForward,
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/// <summary>
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/// Axis angles are relative to LookAt target's forward
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/// </summary>
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LookAtTargetForward
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}
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/// <summary>
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/// Defines the recentering target: recentering goes here
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/// </summary>
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public RecenterTargetMode m_RecenterTarget = RecenterTargetMode.None;
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/// <summary>The Vertical axis. Value is -90..90. Controls the vertical orientation</summary>
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[Tooltip("The Vertical axis. Value is -90..90. Controls the vertical orientation")]
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[AxisStateProperty]
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public AxisState m_VerticalAxis = new AxisState(-70, 70, false, false, 300f, 0.1f, 0.1f, "Mouse Y", true);
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/// <summary>Controls how automatic recentering of the Vertical axis is accomplished</summary>
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[Tooltip("Controls how automatic recentering of the Vertical axis is accomplished")]
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public AxisState.Recentering m_VerticalRecentering = new AxisState.Recentering(false, 1, 2);
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/// <summary>The Horizontal axis. Value is -180..180. Controls the horizontal orientation</summary>
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[Tooltip("The Horizontal axis. Value is -180..180. Controls the horizontal orientation")]
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[AxisStateProperty]
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public AxisState m_HorizontalAxis = new AxisState(-180, 180, true, false, 300f, 0.1f, 0.1f, "Mouse X", false);
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/// <summary>Controls how automatic recentering of the Horizontal axis is accomplished</summary>
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[Tooltip("Controls how automatic recentering of the Horizontal axis is accomplished")]
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public AxisState.Recentering m_HorizontalRecentering = new AxisState.Recentering(false, 1, 2);
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/// <summary>Obsolete - no longer used</summary>
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[HideInInspector]
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[Tooltip("Obsolete - no longer used")]
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public bool m_ApplyBeforeBody;
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Quaternion m_PreviousCameraRotation;
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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; } }
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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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private void OnValidate()
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{
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m_VerticalAxis.Validate();
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m_VerticalRecentering.Validate();
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m_HorizontalAxis.Validate();
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m_HorizontalRecentering.Validate();
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}
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private void OnEnable()
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{
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UpdateInputAxisProvider();
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}
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/// <summary>
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/// API for the inspector. Internal use only
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/// </summary>
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public void UpdateInputAxisProvider()
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{
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m_HorizontalAxis.SetInputAxisProvider(0, null);
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m_VerticalAxis.SetInputAxisProvider(1, null);
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if (VirtualCamera != null)
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{
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var provider = VirtualCamera.GetInputAxisProvider();
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if (provider != null)
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{
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m_HorizontalAxis.SetInputAxisProvider(0, provider);
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m_VerticalAxis.SetInputAxisProvider(1, provider);
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}
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}
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}
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/// <summary>Does nothing</summary>
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/// <param name="state"></param>
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/// <param name="deltaTime"></param>
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public override void PrePipelineMutateCameraState(ref CameraState state, float deltaTime) {}
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/// <summary>Applies the axis values 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. Not used.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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if (!IsValid)
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return;
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// Only read joystick when game is playing
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if (deltaTime >= 0 && (!VirtualCamera.PreviousStateIsValid || !CinemachineCore.Instance.IsLive(VirtualCamera)))
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deltaTime = -1;
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if (deltaTime >= 0)
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{
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if (m_HorizontalAxis.Update(deltaTime))
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m_HorizontalRecentering.CancelRecentering();
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if (m_VerticalAxis.Update(deltaTime))
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m_VerticalRecentering.CancelRecentering();
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}
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var recenterTarget = GetRecenterTarget();
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m_HorizontalRecentering.DoRecentering(ref m_HorizontalAxis, deltaTime, recenterTarget.x);
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m_VerticalRecentering.DoRecentering(ref m_VerticalAxis, deltaTime, recenterTarget.y);
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// If we have a transform parent, then apply POV in the local space of the parent
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Quaternion rot = Quaternion.Euler(m_VerticalAxis.Value, m_HorizontalAxis.Value, 0);
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Transform parent = VirtualCamera.transform.parent;
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if (parent != null)
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rot = parent.rotation * rot;
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else
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rot = Quaternion.FromToRotation(Vector3.up, curState.ReferenceUp) * rot;
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curState.RawOrientation = rot;
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if (VirtualCamera.PreviousStateIsValid)
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curState.PositionDampingBypass = UnityVectorExtensions.SafeFromToRotation(
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m_PreviousCameraRotation * Vector3.forward,
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rot * Vector3.forward, curState.ReferenceUp).eulerAngles;
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m_PreviousCameraRotation = rot;
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}
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/// <summary>
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/// Get the horizonmtal and vertical angles that correspong to "at rest" position.
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/// </summary>
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/// <returns>X is horizontal angle (rot Y) and Y is vertical angle (rot X)</returns>
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public Vector2 GetRecenterTarget()
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{
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Transform t = null;
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switch (m_RecenterTarget)
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{
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case RecenterTargetMode.FollowTargetForward: t = VirtualCamera.Follow; break;
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case RecenterTargetMode.LookAtTargetForward: t = VirtualCamera.LookAt; break;
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default: break;
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}
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if (t != null)
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{
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var fwd = t.forward;
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Transform parent = VirtualCamera.transform.parent;
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if (parent != null)
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fwd = parent.rotation * fwd;
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var v = Quaternion.FromToRotation(Vector3.forward, fwd).eulerAngles;
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return new Vector2(NormalizeAngle(v.y), NormalizeAngle(v.x));
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}
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return Vector2.zero;
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}
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// Normalize angle value to [-180, 180] degrees.
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static float NormalizeAngle(float angle)
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{
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return ((angle + 180) % 360) - 180;
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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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/// Procedural placement then takes over
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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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SetAxesForRotation(rot);
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}
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/// <summary>Notification that this virtual camera is going live.
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/// Base class implementation does nothing.</summary>
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/// <param name="fromCam">The camera being deactivated. May be null.</param>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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/// <param name="transitionParams">Transition settings for this vcam</param>
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/// <returns>True if the vcam should do an internal update as a result of this call</returns>
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public override bool OnTransitionFromCamera(
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ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime,
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ref CinemachineVirtualCameraBase.TransitionParams transitionParams)
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{
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m_HorizontalRecentering.DoRecentering(ref m_HorizontalAxis, -1, 0);
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m_VerticalRecentering.DoRecentering(ref m_VerticalAxis, -1, 0);
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m_HorizontalRecentering.CancelRecentering();
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m_VerticalRecentering.CancelRecentering();
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if (fromCam != null && transitionParams.m_InheritPosition
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&& !CinemachineCore.Instance.IsLiveInBlend(VirtualCamera))
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{
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SetAxesForRotation(fromCam.State.RawOrientation);
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return true;
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}
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return false;
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}
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/// <summary>POV is controlled by input.</summary>
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public override bool RequiresUserInput => true;
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void SetAxesForRotation(Quaternion targetRot)
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{
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Vector3 up = VcamState.ReferenceUp;
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Vector3 fwd = Vector3.forward;
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Transform parent = VirtualCamera.transform.parent;
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if (parent != null)
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fwd = parent.rotation * fwd;
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m_HorizontalAxis.Value = 0;
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m_HorizontalAxis.Reset();
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Vector3 targetFwd = targetRot * Vector3.forward;
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Vector3 a = fwd.ProjectOntoPlane(up);
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Vector3 b = targetFwd.ProjectOntoPlane(up);
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if (!a.AlmostZero() && !b.AlmostZero())
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m_HorizontalAxis.Value = Vector3.SignedAngle(a, b, up);
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m_VerticalAxis.Value = 0;
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m_VerticalAxis.Reset();
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fwd = Quaternion.AngleAxis(m_HorizontalAxis.Value, up) * fwd;
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Vector3 right = Vector3.Cross(up, fwd);
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if (!right.AlmostZero())
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m_VerticalAxis.Value = Vector3.SignedAngle(fwd, targetFwd, right);
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}
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}
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}
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