b486678290
Library -Artifacts
116 lines
5.2 KiB
C#
116 lines
5.2 KiB
C#
using UnityEngine;
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using UnityEngine.Serialization;
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namespace Cinemachine
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{
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/// <summary>
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/// As a part of the Cinemachine Pipeline implementing the Noise stage, this
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/// component adds Perlin Noise to the Camera state, in the Correction
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/// channel of the CameraState.
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///
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/// The noise is created by using a predefined noise profile asset. This defines the
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/// shape of the noise over time. You can scale this in amplitude or in time, to produce
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/// a large family of different noises using the same profile.
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/// </summary>
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/// <seealso cref="NoiseSettings"/>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("")] // Don't display in add component menu
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[SaveDuringPlay]
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public class CinemachineBasicMultiChannelPerlin : CinemachineComponentBase
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{
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/// <summary>
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/// Serialized property for referencing a NoiseSettings asset
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/// </summary>
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[Tooltip("The asset containing the Noise Profile. Define the frequencies and amplitudes "
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+ "there to make a characteristic noise profile. Make your own or just use one of the many presets.")]
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[FormerlySerializedAs("m_Definition")]
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[NoiseSettingsProperty]
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public NoiseSettings m_NoiseProfile;
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/// <summary>
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/// When rotating the camera, offset the camera's pivot position by this much (camera space)
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/// </summary>
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[Tooltip("When rotating the camera, offset the camera's pivot position by this much (camera space)")]
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public Vector3 m_PivotOffset = Vector3.zero;
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/// <summary>
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/// Gain to apply to the amplitudes defined in the settings asset.
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/// </summary>
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[Tooltip("Gain to apply to the amplitudes defined in the NoiseSettings asset. 1 is normal. "
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+ "Setting this to 0 completely mutes the noise.")]
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public float m_AmplitudeGain = 1f;
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/// <summary>
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/// Scale factor to apply to the frequencies defined in the settings asset.
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/// </summary>
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[Tooltip("Scale factor to apply to the frequencies defined in the NoiseSettings asset. 1 is normal. "
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+ "Larger magnitudes will make the noise shake more rapidly.")]
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public float m_FrequencyGain = 1f;
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/// <summary>True if the component is valid, i.e. it has a noise definition and is enabled.</summary>
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public override bool IsValid { get { return enabled && m_NoiseProfile != null; } }
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/// <summary>Get the Cinemachine Pipeline stage that this component implements.
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/// Always returns the Noise stage</summary>
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public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Noise; } }
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/// <summary>Applies noise to the Correction channel of the CameraState if the
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/// delta time is greater than 0. Otherwise, does nothing.</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">How much to advance the perlin noise generator.
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/// Noise is only applied if this value is greater than or equal to 0</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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if (!IsValid || deltaTime < 0)
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{
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mInitialized = false;
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return;
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}
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if (!mInitialized)
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Initialize();
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if (TargetPositionCache.CacheMode == TargetPositionCache.Mode.Playback
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&& TargetPositionCache.HasCurrentTime)
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mNoiseTime = TargetPositionCache.CurrentTime * m_FrequencyGain;
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else
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mNoiseTime += deltaTime * m_FrequencyGain;
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curState.PositionCorrection += curState.CorrectedOrientation * NoiseSettings.GetCombinedFilterResults(
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m_NoiseProfile.PositionNoise, mNoiseTime, mNoiseOffsets) * m_AmplitudeGain;
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Quaternion rotNoise = Quaternion.Euler(NoiseSettings.GetCombinedFilterResults(
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m_NoiseProfile.OrientationNoise, mNoiseTime, mNoiseOffsets) * m_AmplitudeGain);
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if (m_PivotOffset != Vector3.zero)
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{
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Matrix4x4 m = Matrix4x4.Translate(-m_PivotOffset);
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m = Matrix4x4.Rotate(rotNoise) * m;
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m = Matrix4x4.Translate(m_PivotOffset) * m;
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curState.PositionCorrection += curState.CorrectedOrientation * m.MultiplyPoint(Vector3.zero);
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}
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curState.OrientationCorrection = curState.OrientationCorrection * rotNoise;
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}
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private bool mInitialized = false;
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private float mNoiseTime = 0;
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[SerializeField][HideInInspector]
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private Vector3 mNoiseOffsets = Vector3.zero;
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/// <summary>Generate a new random seed</summary>
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public void ReSeed()
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{
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mNoiseOffsets = new Vector3(
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Random.Range(-1000f, 1000f),
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Random.Range(-1000f, 1000f),
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Random.Range(-1000f, 1000f));
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}
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void Initialize()
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{
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mInitialized = true;
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mNoiseTime = CinemachineCore.CurrentTime * m_FrequencyGain;
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if (mNoiseOffsets == Vector3.zero)
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ReSeed();
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}
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}
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}
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