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