forked from BilalY/Rasagar
545 lines
24 KiB
C#
545 lines
24 KiB
C#
using UnityEngine;
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using System;
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using Cinemachine.Utility;
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using System.Collections.Generic;
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namespace Cinemachine
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{
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/// <summary>
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/// Interface representing something that can be used as a vcam target.
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/// It has a transform, a bounding box, and a bounding sphere.
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/// </summary>
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public interface ICinemachineTargetGroup
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{
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/// <summary>
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/// Get the MonoBehaviour's Transform
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/// </summary>
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Transform Transform { get; }
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/// <summary>
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/// The axis-aligned bounding box of the group, computed using the targets positions and radii
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/// </summary>
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Bounds BoundingBox { get; }
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/// <summary>
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/// The bounding sphere of the group, computed using the targets positions and radii
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/// </summary>
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BoundingSphere Sphere { get; }
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/// <summary>
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/// Returns true if the group has no non-zero-weight members
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/// </summary>
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bool IsEmpty { get; }
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/// <summary>The axis-aligned bounding box of the group, in a specific reference frame</summary>
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/// <param name="observer">The frame of reference in which to compute the bounding box</param>
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/// <returns>The axis-aligned bounding box of the group, in the desired frame of reference</returns>
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Bounds GetViewSpaceBoundingBox(Matrix4x4 observer);
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/// <summary>
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/// Get the local-space angular bounds of the group, from a spoecific point of view.
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/// Also returns the z depth range of the members.
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/// </summary>
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/// <param name="observer">Point of view from which to calculate, and in whose
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/// space the return values are</param>
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/// <param name="minAngles">The lower bound of the screen angles of the members (degrees)</param>
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/// <param name="maxAngles">The upper bound of the screen angles of the members (degrees)</param>
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/// <param name="zRange">The min and max depth values of the members, relative to the observer</param>
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void GetViewSpaceAngularBounds(
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Matrix4x4 observer, out Vector2 minAngles, out Vector2 maxAngles, out Vector2 zRange);
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}
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/// <summary>Defines a group of target objects, each with a radius and a weight.
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/// The weight is used when calculating the average position of the target group.
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/// Higher-weighted members of the group will count more.
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/// The bounding box is calculated by taking the member positions, weight,
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/// and radii into account.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("Cinemachine/CinemachineTargetGroup")]
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[SaveDuringPlay]
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[ExecuteAlways]
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[DisallowMultipleComponent]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineTargetGroup.html")]
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public class CinemachineTargetGroup : MonoBehaviour, ICinemachineTargetGroup
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{
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/// <summary>Holds the information that represents a member of the group</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[Serializable] public struct Target
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{
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/// <summary>The target objects. This object's position and orientation will contribute to the
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/// group's average position and orientation, in accordance with its weight</summary>
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[Tooltip("The target objects. This object's position and orientation will contribute to the "
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+ "group's average position and orientation, in accordance with its weight")]
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public Transform target;
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/// <summary>How much weight to give the target when averaging. Cannot be negative</summary>
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[Tooltip("How much weight to give the target when averaging. Cannot be negative")]
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public float weight;
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/// <summary>The radius of the target, used for calculating the bounding box. Cannot be negative</summary>
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[Tooltip("The radius of the target, used for calculating the bounding box. Cannot be negative")]
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public float radius;
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}
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/// <summary>How the group's position is calculated</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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public enum PositionMode
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{
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///<summary>Group position will be the center of the group's axis-aligned bounding box</summary>
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GroupCenter,
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/// <summary>Group position will be the weighted average of the positions of the members</summary>
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GroupAverage
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}
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/// <summary>How the group's position is calculated</summary>
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[Tooltip("How the group's position is calculated. Select GroupCenter for the center of the bounding box, "
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+ "and GroupAverage for a weighted average of the positions of the members.")]
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public PositionMode m_PositionMode = PositionMode.GroupCenter;
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/// <summary>How the group's orientation is calculated</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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public enum RotationMode
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{
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/// <summary>Manually set in the group's transform</summary>
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Manual,
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/// <summary>Weighted average of the orientation of its members.</summary>
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GroupAverage
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}
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/// <summary>How the group's orientation is calculated</summary>
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[Tooltip("How the group's rotation is calculated. Select Manual to use the value in the group's transform, "
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+ "and GroupAverage for a weighted average of the orientations of the members.")]
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public RotationMode m_RotationMode = RotationMode.Manual;
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/// <summary>This enum defines the options available for the update method.</summary>
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public enum UpdateMethod
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{
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/// <summary>Updated in normal MonoBehaviour Update.</summary>
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Update,
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/// <summary>Updated in sync with the Physics module, in FixedUpdate</summary>
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FixedUpdate,
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/// <summary>Updated in MonoBehaviour LateUpdate.</summary>
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LateUpdate
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};
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/// <summary>When to update the group's transform based on the position of the group members</summary>
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[Tooltip("When to update the group's transform based on the position of the group members")]
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public UpdateMethod m_UpdateMethod = UpdateMethod.LateUpdate;
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/// <summary>The target objects, together with their weights and radii, that will
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/// contribute to the group's average position, orientation, and size</summary>
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[NoSaveDuringPlay]
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[Tooltip("The target objects, together with their weights and radii, that will contribute to the "
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+ "group's average position, orientation, and size.")]
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public Target[] m_Targets = Array.Empty<Target>();
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float m_MaxWeight;
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float m_WeightSum;
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Vector3 m_AveragePos;
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Bounds m_BoundingBox;
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BoundingSphere m_BoundingSphere;
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int m_LastUpdateFrame = -1;
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// Caches of valid members so we don't keep checking activeInHierarchy
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List<int> m_ValidMembers = new List<int>();
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List<bool> m_MemberValidity = new List<bool>();
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void OnValidate()
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{
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var count = m_Targets == null ? 0 : m_Targets.Length;
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for (int i = 0; i < count; ++i)
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{
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m_Targets[i].weight = Mathf.Max(0, m_Targets[i].weight);
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m_Targets[i].radius = Mathf.Max(0, m_Targets[i].radius);
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}
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}
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void Reset()
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{
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m_PositionMode = PositionMode.GroupCenter;
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m_RotationMode = RotationMode.Manual;
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m_UpdateMethod = UpdateMethod.LateUpdate;
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m_Targets = Array.Empty<Target>();
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}
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/// <summary>
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/// Get the MonoBehaviour's Transform
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/// </summary>
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public Transform Transform => transform;
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/// <summary>The axis-aligned bounding box of the group, computed using the
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/// targets positions and radii</summary>
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public Bounds BoundingBox
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{
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get
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{
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if (m_LastUpdateFrame != Time.frameCount)
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DoUpdate();
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return m_BoundingBox;
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}
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private set => m_BoundingBox = value;
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}
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/// <summary>The bounding sphere of the group, computed using the
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/// targets positions and radii</summary>
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public BoundingSphere Sphere
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{
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get
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{
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if (m_LastUpdateFrame != Time.frameCount)
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DoUpdate();
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return m_BoundingSphere;
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}
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private set => m_BoundingSphere = value;
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}
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/// <summary>Return true if there are no members with weight > 0. This returns the
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/// cached member state and is only valid after a call to DoUpdate(). If members
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/// are added or removed after that call, this will not necessarily return
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/// correct information before the next update.</summary>
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public bool IsEmpty
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{
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get
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{
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if (m_LastUpdateFrame != Time.frameCount)
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DoUpdate();
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return m_ValidMembers.Count == 0;
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}
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}
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/// <summary>Add a member to the group</summary>
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/// <param name="t">The member to add</param>
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/// <param name="weight">The new member's weight</param>
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/// <param name="radius">The new member's radius</param>
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public void AddMember(Transform t, float weight, float radius)
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{
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int index = 0;
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if (m_Targets == null)
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m_Targets = new Target[1];
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else
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{
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index = m_Targets.Length;
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var oldTargets = m_Targets;
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m_Targets = new Target[index + 1];
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Array.Copy(oldTargets, m_Targets, index);
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}
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m_Targets[index].target = t;
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m_Targets[index].weight = weight;
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m_Targets[index].radius = radius;
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}
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/// <summary>Remove a member from the group</summary>
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/// <param name="t">The member to remove</param>
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public void RemoveMember(Transform t)
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{
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int index = FindMember(t);
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if (index >= 0)
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{
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var oldTargets = m_Targets;
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m_Targets = new Target[m_Targets.Length - 1];
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if (index > 0)
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Array.Copy(oldTargets, m_Targets, index);
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if (index < oldTargets.Length - 1)
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Array.Copy(oldTargets, index + 1, m_Targets, index, oldTargets.Length - index - 1);
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}
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}
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/// <summary>Locate a member's index in the group.</summary>
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/// <param name="t">The member to find</param>
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/// <returns>Member index, or -1 if not a member</returns>
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public int FindMember(Transform t)
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{
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if (m_Targets != null)
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{
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for (int i = m_Targets.Length-1; i >= 0; --i)
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if (m_Targets[i].target == t)
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return i;
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}
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return -1;
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}
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/// <summary>
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/// Get the bounding sphere of a group memebr, with the weight taken into account.
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/// As the member's weight goes to 0, the position lerps to the group average position.
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/// Note that this result is only valid after DoUpdate has been called. If members
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/// are added or removed after that call or change their weights or active state,
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/// this will not necessarily return correct information before the next update.
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/// </summary>
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/// <param name="index">Member index</param>
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/// <returns>The weighted bounding sphere</returns>
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public BoundingSphere GetWeightedBoundsForMember(int index)
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{
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if (m_LastUpdateFrame != Time.frameCount)
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DoUpdate();
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if (!IndexIsValid(index) || !m_MemberValidity[index])
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return Sphere;
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return WeightedMemberBoundsForValidMember(ref m_Targets[index], m_AveragePos, m_MaxWeight);
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}
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/// <summary>The axis-aligned bounding box of the group, in a specific reference frame.
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/// Note that this result is only valid after DoUpdate has been called. If members
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/// are added or removed after that call or change their weights or active state,
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/// this will not necessarily return correct information before the next update.</summary>
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/// <param name="observer">The frame of reference in which to compute the bounding box</param>
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/// <returns>The axis-aligned bounding box of the group, in the desired frame of reference</returns>
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public Bounds GetViewSpaceBoundingBox(Matrix4x4 observer)
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{
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if (m_LastUpdateFrame != Time.frameCount)
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DoUpdate();
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var inverseView = observer;
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if (!Matrix4x4.Inverse3DAffine(observer, ref inverseView))
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inverseView = observer.inverse;
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var b = new Bounds(inverseView.MultiplyPoint3x4(m_AveragePos), Vector3.zero);
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if (CachedCountIsValid)
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{
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bool gotOne = false;
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var unit = 2 * Vector3.one;
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var count = m_ValidMembers.Count;
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for (int i = 0; i < count; ++i)
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{
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var s = WeightedMemberBoundsForValidMember(ref m_Targets[m_ValidMembers[i]], m_AveragePos, m_MaxWeight);
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s.position = inverseView.MultiplyPoint3x4(s.position);
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if (gotOne)
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b.Encapsulate(new Bounds(s.position, s.radius * unit));
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else
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b = new Bounds(s.position, s.radius * unit);
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gotOne = true;
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}
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}
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return b;
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}
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bool CachedCountIsValid => m_MemberValidity.Count == (m_Targets == null ? 0 : m_Targets.Length);
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bool IndexIsValid(int index) => index >= 0 && m_Targets != null && index < m_Targets.Length && CachedCountIsValid;
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static BoundingSphere WeightedMemberBoundsForValidMember(ref Target t, Vector3 avgPos, float maxWeight)
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{
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var pos = t.target == null ? avgPos : TargetPositionCache.GetTargetPosition(t.target);
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var w = Mathf.Max(0, t.weight);
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if (maxWeight > UnityVectorExtensions.Epsilon && w < maxWeight)
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w /= maxWeight;
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else
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w = 1;
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return new BoundingSphere(Vector3.Lerp(avgPos, pos, w), t.radius * w);
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}
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/// <summary>
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/// Update the group's transform right now, depending on the transforms of the members.
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/// Normally this is called automatically by Update() or LateUpdate().
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/// </summary>
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public void DoUpdate()
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{
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m_LastUpdateFrame = Time.frameCount;
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UpdateMemberValidity();
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m_AveragePos = CalculateAveragePosition();
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BoundingBox = CalculateBoundingBox();
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m_BoundingSphere = CalculateBoundingSphere();
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switch (m_PositionMode)
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{
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case PositionMode.GroupCenter:
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transform.position = Sphere.position;
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break;
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case PositionMode.GroupAverage:
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transform.position = m_AveragePos;
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break;
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}
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switch (m_RotationMode)
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{
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case RotationMode.Manual:
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break;
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case RotationMode.GroupAverage:
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transform.rotation = CalculateAverageOrientation();
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break;
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}
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}
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void UpdateMemberValidity()
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{
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int count = m_Targets == null ? 0 : m_Targets.Length;
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m_ValidMembers.Clear();
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m_ValidMembers.Capacity = Mathf.Max(m_ValidMembers.Capacity, count);
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m_MemberValidity.Clear();
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m_MemberValidity.Capacity = Mathf.Max(m_MemberValidity.Capacity, count);
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m_WeightSum = m_MaxWeight = 0;
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for (int i = 0; i < count; ++i)
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{
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m_MemberValidity.Add(m_Targets[i].target != null
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&& m_Targets[i].weight > UnityVectorExtensions.Epsilon
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&& m_Targets[i].target.gameObject.activeInHierarchy);
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if (m_MemberValidity[i])
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{
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m_ValidMembers.Add(i);
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m_MaxWeight = Mathf.Max(m_MaxWeight, m_Targets[i].weight);
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m_WeightSum += m_Targets[i].weight;
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}
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}
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}
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// Assumes that UpdateMemberValidity() has been called
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Vector3 CalculateAveragePosition()
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{
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if (m_WeightSum < UnityVectorExtensions.Epsilon)
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return transform.position;
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var pos = Vector3.zero;
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var count = m_ValidMembers.Count;
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for (int i = 0; i < count; ++i)
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{
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var targetIndex = m_ValidMembers[i];
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var weight = m_Targets[targetIndex].weight;
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pos += TargetPositionCache.GetTargetPosition(m_Targets[targetIndex].target) * weight;
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}
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return pos / m_WeightSum;
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}
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// Assumes that UpdateMemberValidity() has been called
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Bounds CalculateBoundingBox()
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{
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if (m_MaxWeight < UnityVectorExtensions.Epsilon)
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return BoundingBox;
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var b = new Bounds(m_AveragePos, Vector3.zero);
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var count = m_ValidMembers.Count;
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for (int i = 0; i < count; ++i)
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{
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var s = WeightedMemberBoundsForValidMember(ref m_Targets[m_ValidMembers[i]], m_AveragePos, m_MaxWeight);
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b.Encapsulate(new Bounds(s.position, s.radius * 2 * Vector3.one));
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}
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return b;
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}
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/// <summary>
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/// Use Ritter's algorithm for calculating an approximate bounding sphere.
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/// Assumes that UpdateMemberValidity() has been called.
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/// </summary>
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/// <param name="maxWeight">The maximum weight of members in the group</param>
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/// <returns>An approximate bounding sphere. Will be slightly large.</returns>
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BoundingSphere CalculateBoundingSphere()
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{
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var count = m_ValidMembers.Count;
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if (count == 0 || m_MaxWeight < UnityVectorExtensions.Epsilon)
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return m_BoundingSphere;
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var sphere = WeightedMemberBoundsForValidMember(ref m_Targets[m_ValidMembers[0]], m_AveragePos, m_MaxWeight);
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for (int i = 1; i < count; ++i)
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{
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var s = WeightedMemberBoundsForValidMember(ref m_Targets[m_ValidMembers[i]], m_AveragePos, m_MaxWeight);
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var distance = (s.position - sphere.position).magnitude + s.radius;
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if (distance > sphere.radius)
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{
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// Point is outside current sphere: update
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sphere.radius = (sphere.radius + distance) * 0.5f;
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sphere.position = (sphere.radius * sphere.position + (distance - sphere.radius) * s.position) / distance;
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}
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}
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return sphere;
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}
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/// Assumes that UpdateMemberValidity() has been called.
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Quaternion CalculateAverageOrientation()
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{
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if (m_WeightSum > 0.001f)
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{
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var averageForward = Vector3.zero;
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var averageUp = Vector3.zero;
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var count = m_ValidMembers.Count;
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for (int i = 0; i < count; ++i)
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{
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var targetIndex = m_ValidMembers[i];
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var scaledWeight = m_Targets[targetIndex].weight / m_WeightSum;
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var rot = TargetPositionCache.GetTargetRotation(m_Targets[targetIndex].target);
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averageForward += rot * Vector3.forward * scaledWeight;
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averageUp += rot * Vector3.up * scaledWeight;
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}
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if (averageForward.sqrMagnitude > 0.0001f && averageUp.sqrMagnitude > 0.0001f)
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return Quaternion.LookRotation(averageForward, averageUp);
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}
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return transform.rotation;
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}
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void FixedUpdate()
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{
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if (m_UpdateMethod == UpdateMethod.FixedUpdate)
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DoUpdate();
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}
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void Update()
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{
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if (!Application.isPlaying || m_UpdateMethod == UpdateMethod.Update)
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DoUpdate();
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}
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void LateUpdate()
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{
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if (m_UpdateMethod == UpdateMethod.LateUpdate)
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DoUpdate();
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}
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/// <summary>
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/// Get the local-space angular bounds of the group, from a specific point of view.
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/// Also returns the z depth range of the members.
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/// Note that this result is only valid after DoUpdate has been called. If members
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/// are added or removed after that call or change their weights or active state,
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/// this will not necessarily return correct information before the next update.
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/// </summary>
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/// <param name="observer">Point of view from which to calculate, and in whose
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/// space the return values are</param>
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/// <param name="minAngles">The lower bound of the screen angles of the members (degrees)</param>
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/// <param name="maxAngles">The upper bound of the screen angles of the members (degrees)</param>
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/// <param name="zRange">The min and max depth values of the members, relative to the observer</param>
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public void GetViewSpaceAngularBounds(
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Matrix4x4 observer, out Vector2 minAngles, out Vector2 maxAngles, out Vector2 zRange)
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{
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if (m_LastUpdateFrame != Time.frameCount)
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DoUpdate();
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var world2local = observer;
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if (!Matrix4x4.Inverse3DAffine(observer, ref world2local))
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world2local = observer.inverse;
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|
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var r = m_BoundingSphere.radius;
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var b = new Bounds() { center = world2local.MultiplyPoint3x4(m_AveragePos), extents = new Vector3(r, r, r) };
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zRange = new Vector2(b.center.z - r, b.center.z + r);
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if (CachedCountIsValid)
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{
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bool haveOne = false;
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var count = m_ValidMembers.Count;
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for (int i = 0; i < count; ++i)
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{
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var s = WeightedMemberBoundsForValidMember(ref m_Targets[m_ValidMembers[i]], m_AveragePos, m_MaxWeight);
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var p = world2local.MultiplyPoint3x4(s.position);
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if (p.z < UnityVectorExtensions.Epsilon)
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continue; // behind us
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|
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var rN = s.radius / p.z;
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var rN2 = new Vector3(rN, rN, 0);
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var pN = p / p.z;
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|
if (!haveOne)
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|
{
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|
b.center = pN;
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|
b.extents = rN2;
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zRange = new Vector2(p.z, p.z);
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haveOne = true;
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|
}
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else
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|
{
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b.Encapsulate(pN + rN2);
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b.Encapsulate(pN - rN2);
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zRange.x = Mathf.Min(zRange.x, p.z);
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|
zRange.y = Mathf.Max(zRange.y, p.z);
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|
}
|
|
}
|
|
}
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|
// Don't need the high-precision versions of UnityVectorExtensions.SignedAngle
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|
var pMin = b.min;
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|
var pMax = b.max;
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|
minAngles = new Vector2(
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Vector3.SignedAngle(Vector3.forward, new Vector3(0, pMin.y, 1), Vector3.left),
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|
Vector3.SignedAngle(Vector3.forward, new Vector3(pMin.x, 0, 1), Vector3.up));
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|
maxAngles = new Vector2(
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|
Vector3.SignedAngle(Vector3.forward, new Vector3(0, pMax.y, 1), Vector3.left),
|
|
Vector3.SignedAngle(Vector3.forward, new Vector3(pMax.x, 0, 1), Vector3.up));
|
|
}
|
|
}
|
|
}
|