314 lines
13 KiB
C#
314 lines
13 KiB
C#
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#if !UNITY_2019_3_OR_NEWER
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#define CINEMACHINE_PHYSICS
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#define CINEMACHINE_PHYSICS_2D
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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 System;
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namespace Cinemachine
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{
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#if CINEMACHINE_PHYSICS || CINEMACHINE_PHYSICS_2D
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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. It will confine the virtual
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/// camera's position to the volume specified in the Bounding Volume field.
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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/CinemachineConfiner.html")]
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public class CinemachineConfiner : CinemachineExtension
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{
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#if CINEMACHINE_PHYSICS && CINEMACHINE_PHYSICS_2D
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/// <summary>The confiner can operate using a 2D bounding shape or a 3D bounding volume</summary>
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public enum Mode
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{
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/// <summary>Use a 2D bounding shape, suitable for an orthographic camera</summary>
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Confine2D,
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/// <summary>Use a 3D bounding shape, suitable for perspective cameras</summary>
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Confine3D
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};
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/// <summary>The confiner can operate using a 2D bounding shape or a 3D bounding volume</summary>
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[Tooltip("The confiner can operate using a 2D bounding shape or a 3D bounding volume")]
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public Mode m_ConfineMode;
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#endif
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#if CINEMACHINE_PHYSICS
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/// <summary>The volume within which the camera is to be contained.</summary>
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[Tooltip("The volume within which the camera is to be contained")]
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public Collider m_BoundingVolume;
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#endif
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#if CINEMACHINE_PHYSICS_2D
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/// <summary>The 2D shape within which the camera is to be contained.</summary>
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[Tooltip("The 2D shape within which the camera is to be contained")]
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public Collider2D m_BoundingShape2D;
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private Collider2D m_BoundingShape2DCache;
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#endif
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/// <summary>If camera is orthographic, screen edges will be confined to the volume.</summary>
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[Tooltip("If camera is orthographic, screen edges will be confined to the volume. "
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+ "If not checked, then only the camera center will be confined")]
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public bool m_ConfineScreenEdges = true;
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/// <summary>How gradually to return the camera to the bounding volume if it goes beyond the borders</summary>
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[Tooltip("How gradually to return the camera to the bounding volume if it goes beyond the borders. "
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+ "Higher numbers are more gradual.")]
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[Range(0, 10)]
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public float m_Damping = 0;
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/// <summary>See whether the virtual camera has been moved by the confiner</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 confiner, in the event that the camera has children</param>
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/// <returns>True if the virtual camera has been repositioned</returns>
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public bool CameraWasDisplaced(CinemachineVirtualCameraBase 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 virtual camera has been moved by the confiner</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 confiner, in the event that the camera has children</param>
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/// <returns>True if the virtual camera has been repositioned</returns>
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public float GetCameraDisplacementDistance(CinemachineVirtualCameraBase vcam)
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{
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return GetExtraState<VcamExtraState>(vcam).confinerDisplacement;
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}
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private void OnValidate()
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{
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m_Damping = Mathf.Max(0, m_Damping);
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}
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/// <summary>
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/// Called when connecting to a virtual camera
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/// </summary>
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/// <param name="connect">True if connecting, false if disconnecting</param>
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protected override void ConnectToVcam(bool connect)
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{
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base.ConnectToVcam(connect);
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}
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class VcamExtraState
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{
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public Vector3 m_previousDisplacement;
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public float confinerDisplacement;
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};
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/// <summary>Check if the bounding volume is defined</summary>
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public bool IsValid
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{
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get
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{
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#if CINEMACHINE_PHYSICS && !CINEMACHINE_PHYSICS_2D
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return m_BoundingVolume != null && m_BoundingVolume.enabled && m_BoundingVolume.gameObject.activeInHierarchy;
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#elif CINEMACHINE_PHYSICS_2D && !CINEMACHINE_PHYSICS
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return m_BoundingShape2D != null && m_BoundingShape2D.enabled && m_BoundingShape2D.gameObject.activeInHierarchy;
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#else
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return (m_ConfineMode == Mode.Confine3D && m_BoundingVolume != null && m_BoundingVolume.enabled && m_BoundingVolume.gameObject.activeInHierarchy)
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|| (m_ConfineMode == Mode.Confine2D && m_BoundingShape2D != null && m_BoundingShape2D.enabled && m_BoundingShape2D.gameObject.activeInHierarchy);
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#endif
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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 m_Damping;
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}
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/// <summary>
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/// Callback to do the camera confining
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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 (IsValid && stage == CinemachineCore.Stage.Body)
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{
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var extra = GetExtraState<VcamExtraState>(vcam);
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Vector3 displacement;
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if (m_ConfineScreenEdges && state.Lens.Orthographic)
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displacement = ConfineScreenEdges(ref state);
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else
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displacement = ConfinePoint(state.CorrectedPosition);
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if (m_Damping > 0 && deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
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{
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Vector3 delta = displacement - extra.m_previousDisplacement;
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delta = Damper.Damp(delta, m_Damping, deltaTime);
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displacement = extra.m_previousDisplacement + delta;
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}
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extra.m_previousDisplacement = displacement;
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state.PositionCorrection += displacement;
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extra.confinerDisplacement = displacement.magnitude;
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}
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}
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private List<List<Vector2>> m_pathCache;
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private int m_pathTotalPointCount;
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/// <summary>Call this if the bounding shape's points change at runtime</summary>
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public void InvalidatePathCache()
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{
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#if CINEMACHINE_PHYSICS_2D
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m_pathCache = null;
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m_BoundingShape2DCache = null;
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#endif
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}
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bool ValidatePathCache()
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{
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#if CINEMACHINE_PHYSICS_2D
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if (m_BoundingShape2DCache != m_BoundingShape2D)
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{
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InvalidatePathCache();
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m_BoundingShape2DCache = m_BoundingShape2D;
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}
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Type colliderType = m_BoundingShape2D == null ? null: m_BoundingShape2D.GetType();
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if (colliderType == typeof(PolygonCollider2D))
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{
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PolygonCollider2D poly = m_BoundingShape2D as PolygonCollider2D;
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if (m_pathCache == null || m_pathCache.Count != poly.pathCount || m_pathTotalPointCount != poly.GetTotalPointCount())
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{
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m_pathCache = new List<List<Vector2>>();
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for (int i = 0; i < poly.pathCount; ++i)
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{
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Vector2[] path = poly.GetPath(i);
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List<Vector2> dst = new List<Vector2>();
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for (int j = 0; j < path.Length; ++j)
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dst.Add(path[j]);
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m_pathCache.Add(dst);
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}
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m_pathTotalPointCount = poly.GetTotalPointCount();
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}
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return true;
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}
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else if (colliderType == typeof(CompositeCollider2D))
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{
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CompositeCollider2D poly = m_BoundingShape2D as CompositeCollider2D;
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if (m_pathCache == null || m_pathCache.Count != poly.pathCount || m_pathTotalPointCount != poly.pointCount)
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{
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m_pathCache = new List<List<Vector2>>();
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Vector2[] path = new Vector2[poly.pointCount];
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var lossyScale = m_BoundingShape2D.transform.lossyScale;
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Vector2 revertCompositeColliderScale = new Vector2(
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1f / lossyScale.x,
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1f / lossyScale.y);
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for (int i = 0; i < poly.pathCount; ++i)
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{
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int numPoints = poly.GetPath(i, path);
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List<Vector2> dst = new List<Vector2>();
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for (int j = 0; j < numPoints; ++j)
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dst.Add(path[j] * revertCompositeColliderScale);
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m_pathCache.Add(dst);
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}
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m_pathTotalPointCount = poly.pointCount;
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}
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return true;
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}
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#endif
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InvalidatePathCache();
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return false;
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}
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private Vector3 ConfinePoint(Vector3 camPos)
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{
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#if CINEMACHINE_PHYSICS
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// 3D version
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#if CINEMACHINE_PHYSICS_2D
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if (m_ConfineMode == Mode.Confine3D)
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#endif
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return m_BoundingVolume.ClosestPoint(camPos) - camPos;
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#endif
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#if CINEMACHINE_PHYSICS_2D
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// 2D version
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Vector2 p = camPos;
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Vector2 closest = p;
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if (m_BoundingShape2D.OverlapPoint(camPos))
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return Vector3.zero;
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// Find the nearest point on the shape's boundary
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if (!ValidatePathCache())
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return Vector3.zero;
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float bestDistance = float.MaxValue;
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for (int i = 0; i < m_pathCache.Count; ++i)
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{
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int numPoints = m_pathCache[i].Count;
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if (numPoints > 0)
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{
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Vector2 v0 = m_BoundingShape2D.transform.TransformPoint(m_pathCache[i][numPoints - 1]
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+ m_BoundingShape2D.offset);
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for (int j = 0; j < numPoints; ++j)
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{
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Vector2 v = m_BoundingShape2D.transform.TransformPoint(m_pathCache[i][j]
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+ m_BoundingShape2D.offset);
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Vector2 c = Vector2.Lerp(v0, v, p.ClosestPointOnSegment(v0, v));
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float d = Vector2.SqrMagnitude(p - c);
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if (d < bestDistance)
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{
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bestDistance = d;
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closest = c;
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}
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v0 = v;
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}
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}
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}
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return closest - p;
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#endif
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}
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// Camera must be orthographic
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Vector3 ConfineScreenEdges(ref CameraState state)
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{
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var rot = state.CorrectedOrientation;
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var dy = state.Lens.OrthographicSize;
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var dx = dy * state.Lens.Aspect;
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var vx = (rot * Vector3.right) * dx;
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var vy = (rot * Vector3.up) * dy;
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var displacement = Vector3.zero;
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var camPos = state.CorrectedPosition;
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var lastD = Vector3.zero;
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const int kMaxIter = 12;
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for (var i = 0; i < kMaxIter; ++i)
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{
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var d = ConfinePoint((camPos - vy) - vx);
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if (d.AlmostZero())
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d = ConfinePoint((camPos + vy) + vx);
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if (d.AlmostZero())
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d = ConfinePoint((camPos - vy) + vx);
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if (d.AlmostZero())
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d = ConfinePoint((camPos + vy) - vx);
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if (d.AlmostZero())
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break;
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if ((d + lastD).AlmostZero())
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{
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displacement += d * 0.5f; // confiner too small: center it
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break;
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}
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displacement += d;
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camPos += d;
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lastD = d;
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}
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return displacement;
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}
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}
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#endif
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}
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