465 lines
20 KiB
C#
465 lines
20 KiB
C#
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using UnityEngine;
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using System;
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using Cinemachine.Utility;
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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 = new Target[0];
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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 { get { return 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 { get; private set; }
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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 { get => m_BoundingSphere; }
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/// <summary>Return true if there are no members with weight > 0</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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for (int i = 0; i < m_Targets.Length; ++i)
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if (m_Targets[i].target != null && m_Targets[i].weight > UnityVectorExtensions.Epsilon)
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return false;
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return true;
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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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/// </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 (index < 0 || index >= m_Targets.Length)
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return Sphere;
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return WeightedMemberBounds(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</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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Matrix4x4 inverseView = observer.inverse;
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Bounds b = new Bounds(inverseView.MultiplyPoint3x4(m_AveragePos), Vector3.zero);
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for (int i = 0; i < m_Targets.Length; ++i)
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{
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BoundingSphere s = GetWeightedBoundsForMember(i);
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s.position = inverseView.MultiplyPoint3x4(s.position);
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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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private static BoundingSphere WeightedMemberBounds(
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Target t, Vector3 avgPos, float maxWeight)
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{
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float w = 0;
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Vector3 pos = avgPos;
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if (t.target != null)
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{
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pos = TargetPositionCache.GetTargetPosition(t.target);
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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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}
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return new BoundingSphere(Vector3.Lerp(avgPos, pos, w), t.radius * w);
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}
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private float m_MaxWeight;
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private Vector3 m_AveragePos;
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private BoundingSphere m_BoundingSphere;
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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_AveragePos = CalculateAveragePosition(out m_MaxWeight);
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BoundingBox = CalculateBoundingBox(m_AveragePos, m_MaxWeight);
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m_BoundingSphere = CalculateBoundingSphere(m_MaxWeight);
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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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/// <summary>
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/// Use Ritter's algorithm for calculating an approximate bounding sphere
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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(float maxWeight)
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{
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var sphere = new BoundingSphere { position = transform.position };
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bool gotOne = false;
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for (int i = 0; i < m_Targets.Length; ++i)
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{
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if (m_Targets[i].target == null || m_Targets[i].weight < UnityVectorExtensions.Epsilon)
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continue;
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BoundingSphere s = WeightedMemberBounds(m_Targets[i], m_AveragePos, maxWeight);
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if (!gotOne)
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{
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gotOne = true;
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sphere = s;
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continue;
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}
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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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Vector3 CalculateAveragePosition(out float maxWeight)
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{
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var pos = Vector3.zero;
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float weight = 0;
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maxWeight = 0;
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for (int i = 0; i < m_Targets.Length; ++i)
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{
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if (m_Targets[i].target != null)
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{
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weight += m_Targets[i].weight;
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pos += TargetPositionCache.GetTargetPosition(m_Targets[i].target)
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* m_Targets[i].weight;
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maxWeight = Mathf.Max(maxWeight, m_Targets[i].weight);
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}
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}
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if (weight > UnityVectorExtensions.Epsilon)
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pos /= weight;
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else
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pos = transform.position;
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return pos;
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}
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Quaternion CalculateAverageOrientation()
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{
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if (m_MaxWeight <= UnityVectorExtensions.Epsilon)
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{
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return transform.rotation;
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}
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float weightedAverage = 0;
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Quaternion r = Quaternion.identity;
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for (int i = 0; i < m_Targets.Length; ++i)
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{
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if (m_Targets[i].target != null)
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{
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var scaledWeight = m_Targets[i].weight / m_MaxWeight;
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var rot = TargetPositionCache.GetTargetRotation(m_Targets[i].target);
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r *= Quaternion.Slerp(Quaternion.identity, rot, scaledWeight);
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weightedAverage += scaledWeight;
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}
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}
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return Quaternion.Slerp(Quaternion.identity, r, 1.0f / weightedAverage);
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}
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Bounds CalculateBoundingBox(Vector3 avgPos, float maxWeight)
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{
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Bounds b = new Bounds(avgPos, Vector3.zero);
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if (maxWeight > UnityVectorExtensions.Epsilon)
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{
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for (int i = 0; i < m_Targets.Length; ++i)
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{
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if (m_Targets[i].target != null)
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{
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var s = WeightedMemberBounds(m_Targets[i], m_AveragePos, maxWeight);
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b.Encapsulate(new Bounds(s.position, s.radius * 2 * Vector3.one));
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}
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}
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}
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return b;
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}
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private void OnValidate()
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{
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for (int i = 0; i < m_Targets.Length; ++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 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 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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public void GetViewSpaceAngularBounds(
|
||
|
Matrix4x4 observer, out Vector2 minAngles, out Vector2 maxAngles, out Vector2 zRange)
|
||
|
{
|
||
|
zRange = Vector2.zero;
|
||
|
|
||
|
Matrix4x4 inverseView = observer.inverse;
|
||
|
Bounds b = new Bounds();
|
||
|
bool haveOne = false;
|
||
|
for (int i = 0; i < m_Targets.Length; ++i)
|
||
|
{
|
||
|
BoundingSphere s = GetWeightedBoundsForMember(i);
|
||
|
Vector3 p = inverseView.MultiplyPoint3x4(s.position);
|
||
|
if (p.z < UnityVectorExtensions.Epsilon)
|
||
|
continue; // behind us
|
||
|
|
||
|
var r = s.radius / p.z;
|
||
|
var r2 = new Vector3(r, r, 0);
|
||
|
var p2 = p / p.z;
|
||
|
if (!haveOne)
|
||
|
{
|
||
|
b.center = p2;
|
||
|
b.extents = r2;
|
||
|
zRange = new Vector2(p.z - s.radius, p.z + s.radius);
|
||
|
haveOne = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
b.Encapsulate(p2 + r2);
|
||
|
b.Encapsulate(p2 - r2);
|
||
|
zRange.x = Mathf.Min(zRange.x, p.z - s.radius);
|
||
|
zRange.y = Mathf.Max(zRange.y, p.z + s.radius);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Don't need the high-precision versions of SignedAngle
|
||
|
var pMin = b.min;
|
||
|
var pMax = b.max;
|
||
|
minAngles = new Vector2(
|
||
|
Vector3.SignedAngle(Vector3.forward, new Vector3(0, pMin.y, 1), Vector3.left),
|
||
|
Vector3.SignedAngle(Vector3.forward, new Vector3(pMin.x, 0, 1), Vector3.up));
|
||
|
maxAngles = new Vector2(
|
||
|
Vector3.SignedAngle(Vector3.forward, new Vector3(0, pMax.y, 1), Vector3.left),
|
||
|
Vector3.SignedAngle(Vector3.forward, new Vector3(pMax.x, 0, 1), Vector3.up));
|
||
|
}
|
||
|
}
|
||
|
}
|