770 lines
35 KiB
C#
770 lines
35 KiB
C#
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#if !UNITY_2019_3_OR_NEWER
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#define CINEMACHINE_PHYSICS
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#endif
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using UnityEngine;
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using System.Collections.Generic;
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using Cinemachine.Utility;
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using UnityEngine.Serialization;
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using System;
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namespace Cinemachine
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{
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#if CINEMACHINE_PHYSICS
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/// <summary>
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/// An add-on module for Cinemachine Virtual Camera that post-processes
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/// the final position of the virtual camera. Based on the supplied settings,
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/// the Collider will attempt to preserve the line of sight
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/// with the LookAt target of the virtual camera by moving
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/// away from objects that will obstruct the view.
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///
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/// Additionally, the Collider can be used to assess the shot quality and
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/// report this as a field in the camera State.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("")] // Hide in menu
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[SaveDuringPlay]
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[ExecuteAlways]
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[DisallowMultipleComponent]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineCollider.html")]
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public class CinemachineCollider : CinemachineExtension
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{
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/// <summary>Objects on these layers will be detected.</summary>
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[Header("Obstacle Detection")]
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[Tooltip("Objects on these layers will be detected")]
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public LayerMask m_CollideAgainst = 1;
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/// <summary>Obstacles with this tag will be ignored. It is a good idea to set this field to the target's tag</summary>
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[TagField]
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[Tooltip("Obstacles with this tag will be ignored. It is a good idea to set this field to the target's tag")]
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public string m_IgnoreTag = string.Empty;
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/// <summary>Objects on these layers will never obstruct view of the target.</summary>
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[Tooltip("Objects on these layers will never obstruct view of the target")]
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public LayerMask m_TransparentLayers = 0;
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/// <summary>Obstacles closer to the target than this will be ignored</summary>
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[Tooltip("Obstacles closer to the target than this will be ignored")]
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public float m_MinimumDistanceFromTarget = 0.1f;
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/// <summary>
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/// When enabled, will attempt to resolve situations where the line of sight to the
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/// target is blocked by an obstacle
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/// </summary>
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[Space]
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[Tooltip("When enabled, will attempt to resolve situations where the line of sight "
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+ "to the target is blocked by an obstacle")]
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[FormerlySerializedAs("m_PreserveLineOfSight")]
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public bool m_AvoidObstacles = true;
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/// <summary>
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/// The raycast distance to test for when checking if the line of sight to this camera's target is clear.
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/// </summary>
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[Tooltip("The maximum raycast distance when checking if the line of sight to this camera's target is clear. "
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+ "If the setting is 0 or less, the current actual distance to target will be used.")]
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[FormerlySerializedAs("m_LineOfSightFeelerDistance")]
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public float m_DistanceLimit;
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/// <summary>
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/// Don't take action unless occlusion has lasted at least this long.
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/// </summary>
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[Tooltip("Don't take action unless occlusion has lasted at least this long.")]
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public float m_MinimumOcclusionTime;
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/// <summary>
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/// Camera will try to maintain this distance from any obstacle.
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/// Increase this value if you are seeing inside obstacles due to a large
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/// FOV on the camera.
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/// </summary>
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[Tooltip("Camera will try to maintain this distance from any obstacle. Try to keep this value small. "
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+ "Increase it if you are seeing inside obstacles due to a large FOV on the camera.")]
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public float m_CameraRadius = 0.1f;
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/// <summary>The way in which the Collider will attempt to preserve sight of the target.</summary>
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public enum ResolutionStrategy
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{
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/// <summary>Camera will be pulled forward along its Z axis until it is in front of
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/// the nearest obstacle</summary>
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PullCameraForward,
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/// <summary>In addition to pulling the camera forward, an effort will be made to
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/// return the camera to its original height</summary>
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PreserveCameraHeight,
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/// <summary>In addition to pulling the camera forward, an effort will be made to
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/// return the camera to its original distance from the target</summary>
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PreserveCameraDistance
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};
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/// <summary>The way in which the Collider will attempt to preserve sight of the target.</summary>
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[Tooltip("The way in which the Collider will attempt to preserve sight of the target.")]
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public ResolutionStrategy m_Strategy = ResolutionStrategy.PreserveCameraHeight;
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/// <summary>
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/// Upper limit on how many obstacle hits to process. Higher numbers may impact performance.
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/// In most environments, 4 is enough.
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/// </summary>
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[Range(1, 10)]
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[Tooltip("Upper limit on how many obstacle hits to process. Higher numbers may impact performance. "
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+ "In most environments, 4 is enough.")]
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public int m_MaximumEffort = 4;
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/// <summary>
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/// Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long.
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/// </summary>
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[Range(0, 2)]
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[Tooltip("Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long")]
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public float m_SmoothingTime;
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/// <summary>
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/// How gradually the camera returns to its normal position after having been corrected.
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/// Higher numbers will move the camera more gradually back to normal.
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/// </summary>
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[Range(0, 10)]
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[Tooltip("How gradually the camera returns to its normal position after having been corrected. "
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+ "Higher numbers will move the camera more gradually back to normal.")]
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[FormerlySerializedAs("m_Smoothing")]
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public float m_Damping;
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/// <summary>
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/// How gradually the camera moves to resolve an occlusion.
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/// Higher numbers will move the camera more gradually.
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/// </summary>
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[Range(0, 10)]
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[Tooltip("How gradually the camera moves to resolve an occlusion. "
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+ "Higher numbers will move the camera more gradually.")]
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public float m_DampingWhenOccluded;
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/// <summary>If greater than zero, a higher score will be given to shots when the target is closer to
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/// this distance. Set this to zero to disable this feature</summary>
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[Header("Shot Evaluation")]
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[Tooltip("If greater than zero, a higher score will be given to shots when the target is closer to this distance. "
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+ "Set this to zero to disable this feature.")]
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public float m_OptimalTargetDistance;
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/// <summary>See whether an object is blocking the camera's view of the target</summary>
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/// <param name="vcam">The virtual camera in question. This might be different from the
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/// virtual camera that owns the collider, in the event that the camera has children</param>
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/// <returns>True if something is blocking the view</returns>
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public bool IsTargetObscured(ICinemachineCamera vcam)
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{
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return GetExtraState<VcamExtraState>(vcam).targetObscured;
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}
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/// <summary>See whether the virtual camera has been moved nby the collider</summary>
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/// <param name="vcam">The virtual camera in question. This might be different from the
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/// virtual camera that owns the collider, in the event that the camera has children</param>
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/// <returns>True if the virtual camera has been displaced due to collision or
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/// target obstruction</returns>
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public bool CameraWasDisplaced(ICinemachineCamera vcam)
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{
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return GetCameraDisplacementDistance(vcam) > 0;
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}
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/// <summary>See how far the virtual camera wa moved nby the collider</summary>
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/// <param name="vcam">The virtual camera in question. This might be different from the
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/// virtual camera that owns the collider, in the event that the camera has children</param>
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/// <returns>True if the virtual camera has been displaced due to collision or
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/// target obstruction</returns>
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public float GetCameraDisplacementDistance(ICinemachineCamera vcam)
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{
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return GetExtraState<VcamExtraState>(vcam).previousDisplacement.magnitude;
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}
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void OnValidate()
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{
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m_DistanceLimit = Mathf.Max(0, m_DistanceLimit);
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m_MinimumOcclusionTime = Mathf.Max(0, m_MinimumOcclusionTime);
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m_CameraRadius = Mathf.Max(0, m_CameraRadius);
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m_MinimumDistanceFromTarget = Mathf.Max(0.01f, m_MinimumDistanceFromTarget);
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m_OptimalTargetDistance = Mathf.Max(0, m_OptimalTargetDistance);
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}
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/// <summary>
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/// Cleanup
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/// </summary>
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protected override void OnDestroy()
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{
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RuntimeUtility.DestroyScratchCollider();
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base.OnDestroy();
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}
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/// This must be small but greater than 0 - reduces false results due to precision
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const float k_PrecisionSlush = 0.001f;
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/// <summary>
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/// Per-vcam extra state info
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/// </summary>
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class VcamExtraState
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{
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public Vector3 previousDisplacement;
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public bool targetObscured;
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public float occlusionStartTime;
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public List<Vector3> debugResolutionPath;
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public void AddPointToDebugPath(Vector3 p)
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{
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#if UNITY_EDITOR
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if (debugResolutionPath == null)
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debugResolutionPath = new List<Vector3>();
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debugResolutionPath.Add(p);
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#endif
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}
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// Thanks to Sebastien LeTouze from Exiin Studio for the smoothing idea
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float m_SmoothedDistance;
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float m_SmoothedTime;
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public float ApplyDistanceSmoothing(float distance, float smoothingTime)
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{
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if (m_SmoothedTime != 0 && smoothingTime > Epsilon)
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{
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float now = CinemachineCore.CurrentTime;
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if (now - m_SmoothedTime < smoothingTime)
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return Mathf.Min(distance, m_SmoothedDistance);
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}
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return distance;
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}
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public void UpdateDistanceSmoothing(float distance)
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{
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float now = CinemachineCore.CurrentTime;
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if (m_SmoothedDistance == 0 || distance <= m_SmoothedDistance)
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{
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m_SmoothedDistance = distance;
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m_SmoothedTime = now;
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}
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}
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public void ResetDistanceSmoothing(float smoothingTime)
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{
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float now = CinemachineCore.CurrentTime;
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if (now - m_SmoothedTime >= smoothingTime)
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m_SmoothedDistance = m_SmoothedTime = 0;
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}
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};
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/// <summary>Inspector API for debugging collision resolution path</summary>
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public List<List<Vector3>> DebugPaths
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{
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get
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{
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List<List<Vector3>> list = new List<List<Vector3>>();
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List<VcamExtraState> extraStates = GetAllExtraStates<VcamExtraState>();
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foreach (var v in extraStates)
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if (v.debugResolutionPath != null && v.debugResolutionPath.Count > 0)
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list.Add(v.debugResolutionPath);
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return list;
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}
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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_Damping, Mathf.Max(m_DampingWhenOccluded, m_SmoothingTime));
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}
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/// <summary>
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/// Callback to do the collision resolution and shot evaluation
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/// </summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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if (stage == CinemachineCore.Stage.Body)
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{
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var extra = GetExtraState<VcamExtraState>(vcam);
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extra.targetObscured = false;
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extra.debugResolutionPath?.RemoveRange(0, extra.debugResolutionPath.Count);
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if (m_AvoidObstacles)
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{
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// Rotate the previous collision correction along with the camera
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extra.previousDisplacement
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= Quaternion.Euler(state.PositionDampingBypass) * extra.previousDisplacement;
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// Calculate the desired collision correction
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Vector3 displacement = PreserveLineOfSight(ref state, ref extra);
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if (m_MinimumOcclusionTime > Epsilon)
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{
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// If minimum occlusion time set, ignore new occlusions until they've lasted long enough
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float now = CinemachineCore.CurrentTime;
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if (displacement.AlmostZero())
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extra.occlusionStartTime = 0; // no occlusion
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else
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{
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if (extra.occlusionStartTime <= 0)
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extra.occlusionStartTime = now; // occlusion timer starts now
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if (now - extra.occlusionStartTime < m_MinimumOcclusionTime)
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displacement = extra.previousDisplacement;
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}
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}
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// Apply distance smoothing - this can artificially hold the camera closer
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// to the target for a while, to reduce popping in and out on bumpy objects
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if (m_SmoothingTime > Epsilon)
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{
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Vector3 pos = state.CorrectedPosition + displacement;
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Vector3 dir = pos - state.ReferenceLookAt;
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float distance = dir.magnitude;
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if (distance > Epsilon)
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{
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dir /= distance;
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if (!displacement.AlmostZero())
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extra.UpdateDistanceSmoothing(distance);
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distance = extra.ApplyDistanceSmoothing(distance, m_SmoothingTime);
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displacement += (state.ReferenceLookAt + dir * distance) - pos;
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}
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}
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if (displacement.AlmostZero())
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extra.ResetDistanceSmoothing(m_SmoothingTime);
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// Apply additional correction due to camera radius
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var cameraPos = state.CorrectedPosition + displacement;
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displacement += RespectCameraRadius(
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cameraPos, state.HasLookAt ? state.ReferenceLookAt : cameraPos);
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// Apply damping
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if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
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{
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displacement = extra.previousDisplacement + Damper.Damp(
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displacement - extra.previousDisplacement,
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displacement.sqrMagnitude > extra.previousDisplacement.sqrMagnitude ? m_DampingWhenOccluded : m_Damping,
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deltaTime);
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}
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extra.previousDisplacement = displacement;
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state.PositionCorrection += displacement;
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}
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}
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// Rate the shot after the aim was set
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if (stage == CinemachineCore.Stage.Aim)
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{
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var extra = GetExtraState<VcamExtraState>(vcam);
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extra.targetObscured = IsTargetOffscreen(state) || CheckForTargetObstructions(state);
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// GML these values are an initial arbitrary attempt at rating quality
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if (extra.targetObscured)
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state.ShotQuality *= 0.2f;
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if (!extra.previousDisplacement.AlmostZero())
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state.ShotQuality *= 0.8f;
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float nearnessBoost = 0;
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const float kMaxNearBoost = 0.2f;
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if (m_OptimalTargetDistance > 0 && state.HasLookAt)
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{
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float distance = Vector3.Magnitude(state.ReferenceLookAt - state.FinalPosition);
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if (distance <= m_OptimalTargetDistance)
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{
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float threshold = m_OptimalTargetDistance / 2;
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if (distance >= threshold)
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nearnessBoost = kMaxNearBoost * (distance - threshold)
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/ (m_OptimalTargetDistance - threshold);
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}
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else
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{
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distance -= m_OptimalTargetDistance;
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float threshold = m_OptimalTargetDistance * 3;
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if (distance < threshold)
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nearnessBoost = kMaxNearBoost * (1f - (distance / threshold));
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}
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state.ShotQuality *= (1f + nearnessBoost);
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}
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}
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}
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Vector3 PreserveLineOfSight(ref CameraState state, ref VcamExtraState extra)
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{
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Vector3 displacement = Vector3.zero;
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if (state.HasLookAt && m_CollideAgainst != 0
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&& m_CollideAgainst != m_TransparentLayers)
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{
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Vector3 cameraPos = state.CorrectedPosition;
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Vector3 lookAtPos = state.ReferenceLookAt;
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RaycastHit hitInfo = new RaycastHit();
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displacement = PullCameraInFrontOfNearestObstacle(
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cameraPos, lookAtPos, m_CollideAgainst & ~m_TransparentLayers, ref hitInfo);
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Vector3 pos = cameraPos + displacement;
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if (hitInfo.collider != null)
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{
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extra.AddPointToDebugPath(pos);
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if (m_Strategy != ResolutionStrategy.PullCameraForward)
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{
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Vector3 targetToCamera = cameraPos - lookAtPos;
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pos = PushCameraBack(
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pos, targetToCamera, hitInfo, lookAtPos,
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new Plane(state.ReferenceUp, cameraPos),
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targetToCamera.magnitude, m_MaximumEffort, ref extra);
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}
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}
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displacement = pos - cameraPos;
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}
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return displacement;
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}
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Vector3 PullCameraInFrontOfNearestObstacle(
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Vector3 cameraPos, Vector3 lookAtPos, int layerMask, ref RaycastHit hitInfo)
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{
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|
Vector3 displacement = Vector3.zero;
|
||
|
Vector3 dir = cameraPos - lookAtPos;
|
||
|
float targetDistance = dir.magnitude;
|
||
|
if (targetDistance > Epsilon)
|
||
|
{
|
||
|
dir /= targetDistance;
|
||
|
float minDistanceFromTarget = Mathf.Max(m_MinimumDistanceFromTarget, Epsilon);
|
||
|
if (targetDistance < minDistanceFromTarget + Epsilon)
|
||
|
displacement = dir * (minDistanceFromTarget - targetDistance);
|
||
|
else
|
||
|
{
|
||
|
float rayLength = targetDistance - minDistanceFromTarget;
|
||
|
if (m_DistanceLimit > Epsilon)
|
||
|
rayLength = Mathf.Min(m_DistanceLimit, rayLength);
|
||
|
|
||
|
// Make a ray that looks towards the camera, to get the obstacle closest to target
|
||
|
Ray ray = new Ray(cameraPos - rayLength * dir, dir);
|
||
|
rayLength += k_PrecisionSlush;
|
||
|
if (rayLength > Epsilon)
|
||
|
{
|
||
|
if (RuntimeUtility.RaycastIgnoreTag(
|
||
|
ray, out hitInfo, rayLength, layerMask, m_IgnoreTag))
|
||
|
{
|
||
|
// Pull camera forward in front of obstacle
|
||
|
float adjustment = Mathf.Max(0, hitInfo.distance - k_PrecisionSlush);
|
||
|
displacement = ray.GetPoint(adjustment) - cameraPos;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return displacement;
|
||
|
}
|
||
|
|
||
|
Vector3 PushCameraBack(
|
||
|
Vector3 currentPos, Vector3 pushDir, RaycastHit obstacle,
|
||
|
Vector3 lookAtPos, Plane startPlane, float targetDistance, int iterations,
|
||
|
ref VcamExtraState extra)
|
||
|
{
|
||
|
// Take a step along the wall.
|
||
|
Vector3 pos = currentPos;
|
||
|
Vector3 dir = Vector3.zero;
|
||
|
if (!GetWalkingDirection(pos, pushDir, obstacle, ref dir))
|
||
|
return pos;
|
||
|
|
||
|
Ray ray = new Ray(pos, dir);
|
||
|
float distance = GetPushBackDistance(ray, startPlane, targetDistance, lookAtPos);
|
||
|
if (distance <= Epsilon)
|
||
|
return pos;
|
||
|
|
||
|
// Check only as far as the obstacle bounds
|
||
|
float clampedDistance = ClampRayToBounds(ray, distance, obstacle.collider.bounds);
|
||
|
distance = Mathf.Min(distance, clampedDistance + k_PrecisionSlush);
|
||
|
|
||
|
if (RuntimeUtility.RaycastIgnoreTag(ray, out var hitInfo, distance,
|
||
|
m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
|
||
|
{
|
||
|
// We hit something. Stop there and take a step along that wall.
|
||
|
float adjustment = hitInfo.distance - k_PrecisionSlush;
|
||
|
pos = ray.GetPoint(adjustment);
|
||
|
extra.AddPointToDebugPath(pos);
|
||
|
if (iterations > 1)
|
||
|
pos = PushCameraBack(
|
||
|
pos, dir, hitInfo,
|
||
|
lookAtPos, startPlane,
|
||
|
targetDistance, iterations-1, ref extra);
|
||
|
|
||
|
return pos;
|
||
|
}
|
||
|
|
||
|
// Didn't hit anything. Can we push back all the way now?
|
||
|
pos = ray.GetPoint(distance);
|
||
|
|
||
|
// First check if we can still see the target. If not, abort
|
||
|
dir = pos - lookAtPos;
|
||
|
float d = dir.magnitude;
|
||
|
if (d < Epsilon || RuntimeUtility.RaycastIgnoreTag(
|
||
|
new Ray(lookAtPos, dir), out _, d - k_PrecisionSlush,
|
||
|
m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
|
||
|
return currentPos;
|
||
|
|
||
|
// All clear
|
||
|
ray = new Ray(pos, dir);
|
||
|
extra.AddPointToDebugPath(pos);
|
||
|
distance = GetPushBackDistance(ray, startPlane, targetDistance, lookAtPos);
|
||
|
if (distance > Epsilon)
|
||
|
{
|
||
|
if (!RuntimeUtility.RaycastIgnoreTag(ray, out hitInfo, distance,
|
||
|
m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
|
||
|
{
|
||
|
pos = ray.GetPoint(distance); // no obstacles - all good
|
||
|
extra.AddPointToDebugPath(pos);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We hit something. Stop there and maybe take a step along that wall
|
||
|
float adjustment = hitInfo.distance - k_PrecisionSlush;
|
||
|
pos = ray.GetPoint(adjustment);
|
||
|
extra.AddPointToDebugPath(pos);
|
||
|
if (iterations > 1)
|
||
|
pos = PushCameraBack(
|
||
|
pos, dir, hitInfo, lookAtPos, startPlane,
|
||
|
targetDistance, iterations-1, ref extra);
|
||
|
}
|
||
|
}
|
||
|
return pos;
|
||
|
}
|
||
|
|
||
|
RaycastHit[] m_CornerBuffer = new RaycastHit[4];
|
||
|
|
||
|
bool GetWalkingDirection(
|
||
|
Vector3 pos, Vector3 pushDir, RaycastHit obstacle, ref Vector3 outDir)
|
||
|
{
|
||
|
Vector3 normal2 = obstacle.normal;
|
||
|
|
||
|
// Check for nearby obstacles. Are we in a corner?
|
||
|
float nearbyDistance = k_PrecisionSlush * 5;
|
||
|
int numFound = Physics.SphereCastNonAlloc(
|
||
|
pos, nearbyDistance, pushDir.normalized, m_CornerBuffer, 0,
|
||
|
m_CollideAgainst & ~m_TransparentLayers, QueryTriggerInteraction.Ignore);
|
||
|
if (numFound > 1)
|
||
|
{
|
||
|
// Calculate the second normal
|
||
|
for (int i = 0; i < numFound; ++i)
|
||
|
{
|
||
|
if (m_CornerBuffer[i].collider == null)
|
||
|
continue;
|
||
|
if (m_IgnoreTag.Length > 0 && m_CornerBuffer[i].collider.CompareTag(m_IgnoreTag))
|
||
|
continue;
|
||
|
Type type = m_CornerBuffer[i].collider.GetType();
|
||
|
if (type == typeof(BoxCollider)
|
||
|
|| type == typeof(SphereCollider)
|
||
|
|| type == typeof(CapsuleCollider))
|
||
|
{
|
||
|
Vector3 p = m_CornerBuffer[i].collider.ClosestPoint(pos);
|
||
|
Vector3 d = p - pos;
|
||
|
if (d.magnitude > Vector3.kEpsilon)
|
||
|
{
|
||
|
if (m_CornerBuffer[i].collider.Raycast(
|
||
|
new Ray(pos, d), out m_CornerBuffer[i], nearbyDistance))
|
||
|
{
|
||
|
if (!(m_CornerBuffer[i].normal - obstacle.normal).AlmostZero())
|
||
|
normal2 = m_CornerBuffer[i].normal;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Walk along the wall. If we're in a corner, walk their intersecting line
|
||
|
Vector3 dir = Vector3.Cross(obstacle.normal, normal2);
|
||
|
if (dir.AlmostZero())
|
||
|
dir = Vector3.ProjectOnPlane(pushDir, obstacle.normal);
|
||
|
else
|
||
|
{
|
||
|
float dot = Vector3.Dot(dir, pushDir);
|
||
|
if (Mathf.Abs(dot) < Epsilon)
|
||
|
return false;
|
||
|
if (dot < 0)
|
||
|
dir = -dir;
|
||
|
}
|
||
|
if (dir.AlmostZero())
|
||
|
return false;
|
||
|
|
||
|
outDir = dir.normalized;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
const float k_AngleThreshold = 0.1f;
|
||
|
float GetPushBackDistance(Ray ray, Plane startPlane, float targetDistance, Vector3 lookAtPos)
|
||
|
{
|
||
|
float maxDistance = targetDistance - (ray.origin - lookAtPos).magnitude;
|
||
|
if (maxDistance < Epsilon)
|
||
|
return 0;
|
||
|
if (m_Strategy == ResolutionStrategy.PreserveCameraDistance)
|
||
|
return maxDistance;
|
||
|
|
||
|
if (!startPlane.Raycast(ray, out var distance))
|
||
|
distance = 0;
|
||
|
distance = Mathf.Min(maxDistance, distance);
|
||
|
if (distance < Epsilon)
|
||
|
return 0;
|
||
|
|
||
|
// If we are close to parallel to the plane, we have to take special action
|
||
|
float angle = Mathf.Abs(UnityVectorExtensions.Angle(startPlane.normal, ray.direction) - 90);
|
||
|
if (angle < k_AngleThreshold)
|
||
|
distance = Mathf.Lerp(0, distance, angle / k_AngleThreshold);
|
||
|
return distance;
|
||
|
}
|
||
|
|
||
|
static float ClampRayToBounds(Ray ray, float distance, Bounds bounds)
|
||
|
{
|
||
|
float d;
|
||
|
if (Vector3.Dot(ray.direction, Vector3.up) > 0)
|
||
|
{
|
||
|
if (new Plane(Vector3.down, bounds.max).Raycast(ray, out d) && d > Epsilon)
|
||
|
distance = Mathf.Min(distance, d);
|
||
|
}
|
||
|
else if (Vector3.Dot(ray.direction, Vector3.down) > 0)
|
||
|
{
|
||
|
if (new Plane(Vector3.up, bounds.min).Raycast(ray, out d) && d > Epsilon)
|
||
|
distance = Mathf.Min(distance, d);
|
||
|
}
|
||
|
|
||
|
if (Vector3.Dot(ray.direction, Vector3.right) > 0)
|
||
|
{
|
||
|
if (new Plane(Vector3.left, bounds.max).Raycast(ray, out d) && d > Epsilon)
|
||
|
distance = Mathf.Min(distance, d);
|
||
|
}
|
||
|
else if (Vector3.Dot(ray.direction, Vector3.left) > 0)
|
||
|
{
|
||
|
if (new Plane(Vector3.right, bounds.min).Raycast(ray, out d) && d > Epsilon)
|
||
|
distance = Mathf.Min(distance, d);
|
||
|
}
|
||
|
|
||
|
if (Vector3.Dot(ray.direction, Vector3.forward) > 0)
|
||
|
{
|
||
|
if (new Plane(Vector3.back, bounds.max).Raycast(ray, out d) && d > Epsilon)
|
||
|
distance = Mathf.Min(distance, d);
|
||
|
}
|
||
|
else if (Vector3.Dot(ray.direction, Vector3.back) > 0)
|
||
|
{
|
||
|
if (new Plane(Vector3.forward, bounds.min).Raycast(ray, out d) && d > Epsilon)
|
||
|
distance = Mathf.Min(distance, d);
|
||
|
}
|
||
|
return distance;
|
||
|
}
|
||
|
|
||
|
static Collider[] s_ColliderBuffer = new Collider[5];
|
||
|
|
||
|
Vector3 RespectCameraRadius(Vector3 cameraPos, Vector3 lookAtPos)
|
||
|
{
|
||
|
Vector3 result = Vector3.zero;
|
||
|
if (m_CameraRadius < Epsilon || m_CollideAgainst == 0)
|
||
|
return result;
|
||
|
|
||
|
Vector3 dir = cameraPos - lookAtPos;
|
||
|
float distance = dir.magnitude;
|
||
|
if (distance > Epsilon)
|
||
|
dir /= distance;
|
||
|
|
||
|
// Pull it out of any intersecting obstacles
|
||
|
RaycastHit hitInfo;
|
||
|
int numObstacles = Physics.OverlapSphereNonAlloc(
|
||
|
cameraPos, m_CameraRadius, s_ColliderBuffer,
|
||
|
m_CollideAgainst, QueryTriggerInteraction.Ignore);
|
||
|
if (numObstacles == 0 && m_TransparentLayers != 0
|
||
|
&& distance > m_MinimumDistanceFromTarget + Epsilon)
|
||
|
{
|
||
|
// Make sure the camera position isn't completely inside an obstacle.
|
||
|
// OverlapSphereNonAlloc won't catch those.
|
||
|
float d = distance - m_MinimumDistanceFromTarget;
|
||
|
Vector3 targetPos = lookAtPos + dir * m_MinimumDistanceFromTarget;
|
||
|
if (RuntimeUtility.RaycastIgnoreTag(new Ray(targetPos, dir),
|
||
|
out hitInfo, d, m_CollideAgainst, m_IgnoreTag))
|
||
|
{
|
||
|
// Only count it if there's an incoming collision but not an outgoing one
|
||
|
Collider c = hitInfo.collider;
|
||
|
if (!c.Raycast(new Ray(cameraPos, -dir), out hitInfo, d))
|
||
|
s_ColliderBuffer[numObstacles++] = c;
|
||
|
}
|
||
|
}
|
||
|
if (numObstacles > 0 && distance == 0 || distance > m_MinimumDistanceFromTarget)
|
||
|
{
|
||
|
var scratchCollider = RuntimeUtility.GetScratchCollider();
|
||
|
scratchCollider.radius = m_CameraRadius;
|
||
|
|
||
|
Vector3 newCamPos = cameraPos;
|
||
|
for (int i = 0; i < numObstacles; ++i)
|
||
|
{
|
||
|
Collider c = s_ColliderBuffer[i];
|
||
|
if (m_IgnoreTag.Length > 0 && c.CompareTag(m_IgnoreTag))
|
||
|
continue;
|
||
|
|
||
|
// If we have a lookAt target, move the camera to the nearest edge of obstacle
|
||
|
if (distance > m_MinimumDistanceFromTarget)
|
||
|
{
|
||
|
dir = newCamPos - lookAtPos;
|
||
|
float d = dir.magnitude;
|
||
|
if (d > Epsilon)
|
||
|
{
|
||
|
dir /= d;
|
||
|
var ray = new Ray(lookAtPos, dir);
|
||
|
if (c.Raycast(ray, out hitInfo, d + m_CameraRadius))
|
||
|
newCamPos = ray.GetPoint(hitInfo.distance) - (dir * k_PrecisionSlush);
|
||
|
}
|
||
|
}
|
||
|
if (Physics.ComputePenetration(
|
||
|
scratchCollider, newCamPos, Quaternion.identity,
|
||
|
c, c.transform.position, c.transform.rotation,
|
||
|
out var offsetDir, out var offsetDistance))
|
||
|
{
|
||
|
newCamPos += offsetDir * offsetDistance;
|
||
|
}
|
||
|
}
|
||
|
result = newCamPos - cameraPos;
|
||
|
}
|
||
|
|
||
|
// Respect the minimum distance from target - push camera back if we have to
|
||
|
if (distance > Epsilon && m_MinimumDistanceFromTarget > Epsilon)
|
||
|
{
|
||
|
float minDistance = Mathf.Max(m_MinimumDistanceFromTarget, m_CameraRadius) + k_PrecisionSlush;
|
||
|
Vector3 newOffset = cameraPos + result - lookAtPos;
|
||
|
if (newOffset.magnitude < minDistance)
|
||
|
result = lookAtPos - cameraPos + dir * minDistance;
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
bool CheckForTargetObstructions(CameraState state)
|
||
|
{
|
||
|
if (state.HasLookAt)
|
||
|
{
|
||
|
Vector3 lookAtPos = state.ReferenceLookAt;
|
||
|
Vector3 pos = state.CorrectedPosition;
|
||
|
Vector3 dir = lookAtPos - pos;
|
||
|
float distance = dir.magnitude;
|
||
|
if (distance < Mathf.Max(m_MinimumDistanceFromTarget, Epsilon))
|
||
|
return true;
|
||
|
Ray ray = new Ray(pos, dir.normalized);
|
||
|
if (RuntimeUtility.RaycastIgnoreTag(ray, out _,
|
||
|
distance - m_MinimumDistanceFromTarget,
|
||
|
m_CollideAgainst & ~m_TransparentLayers, m_IgnoreTag))
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
static bool IsTargetOffscreen(CameraState state)
|
||
|
{
|
||
|
if (state.HasLookAt)
|
||
|
{
|
||
|
Vector3 dir = state.ReferenceLookAt - state.CorrectedPosition;
|
||
|
dir = Quaternion.Inverse(state.CorrectedOrientation) * dir;
|
||
|
if (state.Lens.Orthographic)
|
||
|
{
|
||
|
if (Mathf.Abs(dir.y) > state.Lens.OrthographicSize)
|
||
|
return true;
|
||
|
if (Mathf.Abs(dir.x) > state.Lens.OrthographicSize * state.Lens.Aspect)
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float fov = state.Lens.FieldOfView / 2;
|
||
|
float angle = UnityVectorExtensions.Angle(dir.ProjectOntoPlane(Vector3.right), Vector3.forward);
|
||
|
if (angle > fov)
|
||
|
return true;
|
||
|
|
||
|
fov = Mathf.Rad2Deg * Mathf.Atan(Mathf.Tan(fov * Mathf.Deg2Rad) * state.Lens.Aspect);
|
||
|
angle = UnityVectorExtensions.Angle(dir.ProjectOntoPlane(Vector3.up), Vector3.forward);
|
||
|
if (angle > fov)
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|