b486678290
Library -Artifacts
306 lines
13 KiB
C#
306 lines
13 KiB
C#
#if !UNITY_2019_3_OR_NEWER
|
|
#define CINEMACHINE_PHYSICS
|
|
#endif
|
|
|
|
using UnityEngine;
|
|
using Cinemachine.Utility;
|
|
|
|
namespace Cinemachine
|
|
{
|
|
/// <summary>
|
|
/// Third-person follower, with complex pivoting: horizontal about the origin,
|
|
/// vertical about the shoulder.
|
|
/// </summary>
|
|
[AddComponentMenu("")] // Don't display in add component menu
|
|
[SaveDuringPlay]
|
|
public class Cinemachine3rdPersonFollow : CinemachineComponentBase
|
|
{
|
|
/// <summary>How responsively the camera tracks the target. Each axis (camera-local)
|
|
/// can have its own setting. Value is the approximate time it takes the camera
|
|
/// to catch up to the target's new position. Smaller values give a more rigid
|
|
/// effect, larger values give a squishier one.</summary>
|
|
[Tooltip("How responsively the camera tracks the target. Each axis (camera-local) "
|
|
+ "can have its own setting. Value is the approximate time it takes the camera "
|
|
+ "to catch up to the target's new position. Smaller values give a more "
|
|
+ "rigid effect, larger values give a squishier one")]
|
|
public Vector3 Damping;
|
|
|
|
/// <summary>Position of the shoulder pivot relative to the Follow target origin.
|
|
/// This offset is in target-local space.</summary>
|
|
[Header("Rig")]
|
|
[Tooltip("Position of the shoulder pivot relative to the Follow target origin. "
|
|
+ "This offset is in target-local space")]
|
|
public Vector3 ShoulderOffset;
|
|
|
|
/// <summary>Vertical offset of the hand in relation to the shoulder.
|
|
/// Arm length will affect the follow target's screen position
|
|
/// when the camera rotates vertically.</summary>
|
|
[Tooltip("Vertical offset of the hand in relation to the shoulder. "
|
|
+ "Arm length will affect the follow target's screen position when "
|
|
+ "the camera rotates vertically")]
|
|
public float VerticalArmLength;
|
|
|
|
/// <summary>Specifies which shoulder (left, right, or in-between) the camera is on.</summary>
|
|
[Tooltip("Specifies which shoulder (left, right, or in-between) the camera is on")]
|
|
[Range(0, 1)]
|
|
public float CameraSide;
|
|
|
|
/// <summary>How far baehind the hand the camera will be placed.</summary>
|
|
[Tooltip("How far baehind the hand the camera will be placed")]
|
|
public float CameraDistance;
|
|
|
|
#if CINEMACHINE_PHYSICS
|
|
/// <summary>Camera will avoid obstacles on these layers.</summary>
|
|
[Header("Obstacles")]
|
|
[Tooltip("Camera will avoid obstacles on these layers")]
|
|
public LayerMask CameraCollisionFilter;
|
|
|
|
/// <summary>
|
|
/// Obstacles with this tag will be ignored. It is a good idea
|
|
/// to set this field to the target's tag
|
|
/// </summary>
|
|
[TagField]
|
|
[Tooltip("Obstacles with this tag will be ignored. "
|
|
+ "It is a good idea to set this field to the target's tag")]
|
|
public string IgnoreTag = string.Empty;
|
|
|
|
/// <summary>
|
|
/// Specifies how close the camera can get to obstacles
|
|
/// </summary>
|
|
[Tooltip("Specifies how close the camera can get to obstacles")]
|
|
[Range(0, 1)]
|
|
public float CameraRadius;
|
|
|
|
/// <summary>
|
|
/// How gradually the camera moves to correct for occlusions.
|
|
/// Higher numbers will move the camera more gradually.
|
|
/// </summary>
|
|
[Range(0, 10)]
|
|
[Tooltip("How gradually the camera moves to correct for occlusions. " +
|
|
"Higher numbers will move the camera more gradually.")]
|
|
public float DampingIntoCollision;
|
|
|
|
/// <summary>
|
|
/// How gradually the camera returns to its normal position after having been corrected by the built-in
|
|
/// collision resolution system. Higher numbers will move the camera more gradually back to normal.
|
|
/// </summary>
|
|
[Range(0, 10)]
|
|
[Tooltip("How gradually the camera returns to its normal position after having been corrected by the built-in " +
|
|
"collision resolution system. Higher numbers will move the camera more gradually back to normal.")]
|
|
public float DampingFromCollision;
|
|
#endif
|
|
|
|
// State info
|
|
Vector3 m_PreviousFollowTargetPosition;
|
|
Vector3 m_DampingCorrection; // this is in local rig space
|
|
#if CINEMACHINE_PHYSICS
|
|
float m_CamPosCollisionCorrection;
|
|
#endif
|
|
|
|
void OnValidate()
|
|
{
|
|
CameraSide = Mathf.Clamp(CameraSide, -1.0f, 1.0f);
|
|
Damping.x = Mathf.Max(0, Damping.x);
|
|
Damping.y = Mathf.Max(0, Damping.y);
|
|
Damping.z = Mathf.Max(0, Damping.z);
|
|
#if CINEMACHINE_PHYSICS
|
|
CameraRadius = Mathf.Max(0.001f, CameraRadius);
|
|
DampingIntoCollision = Mathf.Max(0, DampingIntoCollision);
|
|
DampingFromCollision = Mathf.Max(0, DampingFromCollision);
|
|
#endif
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
ShoulderOffset = new Vector3(0.5f, -0.4f, 0.0f);
|
|
VerticalArmLength = 0.4f;
|
|
CameraSide = 1.0f;
|
|
CameraDistance = 2.0f;
|
|
Damping = new Vector3(0.1f, 0.5f, 0.3f);
|
|
#if CINEMACHINE_PHYSICS
|
|
CameraCollisionFilter = 0;
|
|
CameraRadius = 0.2f;
|
|
DampingIntoCollision = 0;
|
|
DampingFromCollision = 2f;
|
|
#endif
|
|
}
|
|
|
|
#if CINEMACHINE_PHYSICS
|
|
void OnDestroy()
|
|
{
|
|
RuntimeUtility.DestroyScratchCollider();
|
|
}
|
|
#endif
|
|
|
|
/// <summary>True if component is enabled and has a Follow target defined</summary>
|
|
public override bool IsValid => enabled && FollowTarget != null;
|
|
|
|
/// <summary>Get the Cinemachine Pipeline stage that this component implements.
|
|
/// Always returns the Aim stage</summary>
|
|
public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Body; } }
|
|
|
|
#if CINEMACHINE_PHYSICS
|
|
/// <summary>
|
|
/// Report maximum damping time needed for this component.
|
|
/// </summary>
|
|
/// <returns>Highest damping setting in this component</returns>
|
|
public override float GetMaxDampTime()
|
|
{
|
|
return Mathf.Max(
|
|
Mathf.Max(DampingIntoCollision, DampingFromCollision),
|
|
Mathf.Max(Damping.x, Mathf.Max(Damping.y, Damping.z)));
|
|
}
|
|
#endif
|
|
|
|
/// <summary>Orients the camera to match the Follow target's orientation</summary>
|
|
/// <param name="curState">The current camera state</param>
|
|
/// <param name="deltaTime">Elapsed time since last frame, for damping calculations.
|
|
/// If negative, previous state is reset.</param>
|
|
public override void MutateCameraState(ref CameraState curState, float deltaTime)
|
|
{
|
|
if (IsValid)
|
|
{
|
|
if (!VirtualCamera.PreviousStateIsValid)
|
|
deltaTime = -1;
|
|
PositionCamera(ref curState, deltaTime);
|
|
}
|
|
}
|
|
|
|
/// <summary>This is called to notify the us that a target got warped,
|
|
/// so that we can update its internal state to make the camera
|
|
/// also warp seamlessy.</summary>
|
|
/// <param name="target">The object that was warped</param>
|
|
/// <param name="positionDelta">The amount the target's position changed</param>
|
|
public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
|
|
{
|
|
base.OnTargetObjectWarped(target, positionDelta);
|
|
if (target == FollowTarget)
|
|
{
|
|
m_PreviousFollowTargetPosition += positionDelta;
|
|
}
|
|
}
|
|
|
|
void PositionCamera(ref CameraState curState, float deltaTime)
|
|
{
|
|
var up = curState.ReferenceUp;
|
|
var targetPos = FollowTargetPosition;
|
|
var targetRot = FollowTargetRotation;
|
|
var targetForward = targetRot * Vector3.forward;
|
|
var heading = GetHeading(targetRot, up);
|
|
|
|
if (deltaTime < 0)
|
|
{
|
|
// No damping - reset damping state info
|
|
m_DampingCorrection = Vector3.zero;
|
|
#if CINEMACHINE_PHYSICS
|
|
m_CamPosCollisionCorrection = 0;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// Damping correction is applied to the shoulder offset - stretching the rig
|
|
m_DampingCorrection += Quaternion.Inverse(heading) * (m_PreviousFollowTargetPosition - targetPos);
|
|
m_DampingCorrection -= VirtualCamera.DetachedFollowTargetDamp(m_DampingCorrection, Damping, deltaTime);
|
|
}
|
|
|
|
m_PreviousFollowTargetPosition = targetPos;
|
|
var root = targetPos;
|
|
GetRawRigPositions(root, targetRot, heading, out _, out Vector3 hand);
|
|
|
|
// Place the camera at the correct distance from the hand
|
|
var camPos = hand - (targetForward * (CameraDistance - m_DampingCorrection.z));
|
|
|
|
#if CINEMACHINE_PHYSICS
|
|
// Check if hand is colliding with something, if yes, then move the hand
|
|
// closer to the player. The radius is slightly enlarged, to avoid problems
|
|
// next to walls
|
|
float dummy = 0;
|
|
var collidedHand = ResolveCollisions(root, hand, -1, CameraRadius * 1.05f, ref dummy);
|
|
camPos = ResolveCollisions(
|
|
collidedHand, camPos, deltaTime, CameraRadius, ref m_CamPosCollisionCorrection);
|
|
#endif
|
|
// Set state
|
|
curState.RawPosition = camPos;
|
|
curState.RawOrientation = targetRot; // not necessary, but left in to avoid breaking scenes that depend on this
|
|
}
|
|
|
|
/// <summary>
|
|
/// Internal use only. Public for the inspector gizmo
|
|
/// </summary>
|
|
/// <param name="root">Root of the rig.</param>
|
|
/// <param name="shoulder">Shoulder of the rig.</param>
|
|
/// <param name="hand">Hand of the rig.</param>
|
|
public void GetRigPositions(out Vector3 root, out Vector3 shoulder, out Vector3 hand)
|
|
{
|
|
var up = VirtualCamera.State.ReferenceUp;
|
|
var targetRot = FollowTargetRotation;
|
|
var heading = GetHeading(targetRot, up);
|
|
root = m_PreviousFollowTargetPosition;
|
|
GetRawRigPositions(root, targetRot, heading, out shoulder, out hand);
|
|
#if CINEMACHINE_PHYSICS
|
|
float dummy = 0;
|
|
hand = ResolveCollisions(root, hand, -1, CameraRadius * 1.05f, ref dummy);
|
|
#endif
|
|
}
|
|
|
|
internal static Quaternion GetHeading(Quaternion targetRot, Vector3 up)
|
|
{
|
|
var targetForward = targetRot * Vector3.forward;
|
|
var planeForward = Vector3.Cross(up, Vector3.Cross(targetForward.ProjectOntoPlane(up), up));
|
|
if (planeForward.AlmostZero())
|
|
planeForward = Vector3.Cross(targetRot * Vector3.right, up);
|
|
return Quaternion.LookRotation(planeForward, up);
|
|
}
|
|
|
|
void GetRawRigPositions(
|
|
Vector3 root, Quaternion targetRot, Quaternion heading,
|
|
out Vector3 shoulder, out Vector3 hand)
|
|
{
|
|
var shoulderOffset = ShoulderOffset;
|
|
shoulderOffset.x = Mathf.Lerp(-shoulderOffset.x, shoulderOffset.x, CameraSide);
|
|
shoulderOffset.x += m_DampingCorrection.x;
|
|
shoulderOffset.y += m_DampingCorrection.y;
|
|
shoulder = root + heading * shoulderOffset;
|
|
hand = shoulder + targetRot * new Vector3(0, VerticalArmLength, 0);
|
|
}
|
|
|
|
#if CINEMACHINE_PHYSICS
|
|
Vector3 ResolveCollisions(
|
|
Vector3 root, Vector3 tip, float deltaTime,
|
|
float cameraRadius, ref float collisionCorrection)
|
|
{
|
|
if (CameraCollisionFilter.value == 0)
|
|
{
|
|
return tip;
|
|
}
|
|
|
|
var dir = tip - root;
|
|
var len = dir.magnitude;
|
|
dir /= len;
|
|
|
|
var result = tip;
|
|
float desiredCorrection = 0;
|
|
|
|
if (RuntimeUtility.SphereCastIgnoreTag(
|
|
root, cameraRadius, dir, out RaycastHit hitInfo,
|
|
len, CameraCollisionFilter, IgnoreTag))
|
|
{
|
|
var desiredResult = hitInfo.point + hitInfo.normal * cameraRadius;
|
|
desiredCorrection = (desiredResult - tip).magnitude;
|
|
}
|
|
|
|
collisionCorrection += deltaTime < 0 ? desiredCorrection - collisionCorrection : Damper.Damp(
|
|
desiredCorrection - collisionCorrection,
|
|
desiredCorrection > collisionCorrection ? DampingIntoCollision : DampingFromCollision,
|
|
deltaTime);
|
|
|
|
// Apply the correction
|
|
if (collisionCorrection > Epsilon)
|
|
result -= dir * collisionCorrection;
|
|
|
|
return result;
|
|
}
|
|
#endif
|
|
}
|
|
}
|