b486678290
Library -Artifacts
483 lines
22 KiB
C#
483 lines
22 KiB
C#
#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 System;
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using UnityEngine;
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using Cinemachine.Utility;
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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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/// This is a CinemachineComponent in the the Body section of the component pipeline.
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/// Its job is to position the camera in a variable relationship to a the vcam's
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/// Follow target object, with offsets and damping.
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///
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/// This component is typically used to implement a camera that follows its target.
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/// It can accept player input from an input device, which allows the player to
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/// dynamically control the relationship between the camera and the target,
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/// for example with a joystick.
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///
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/// The OrbitalTransposer introduces the concept of __Heading__, which is the direction
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/// in which the target is moving, and the OrbitalTransposer will attempt to position
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/// the camera in relationship to the heading, which is by default directly behind the target.
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/// You can control the default relationship by adjusting the Heading Bias setting.
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///
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/// If you attach an input controller to the OrbitalTransposer, then the player can also
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/// control the way the camera positions itself in relation to the target heading. This allows
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/// the camera to move to any spot on an orbit around the target.
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/// </summary>
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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 CinemachineOrbitalTransposer : CinemachineTransposer
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{
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/// <summary>
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/// How the "forward" direction is defined. Orbital offset is in relation to the forward
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/// direction.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[Serializable]
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public struct Heading
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{
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/// <summary>
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/// Sets the algorithm for determining the target's heading for purposes
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/// of re-centering the camera
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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public enum HeadingDefinition
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{
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/// <summary>
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/// Target heading calculated from the difference between its position on
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/// the last update and current frame.
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/// </summary>
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PositionDelta,
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/// <summary>
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/// Target heading calculated from its <b>Rigidbody</b>'s velocity.
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/// If no <b>Rigidbody</b> exists, it will fall back
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/// to HeadingDerivationMode.PositionDelta
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/// </summary>
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Velocity,
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/// <summary>
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/// Target heading calculated from the Target <b>Transform</b>'s euler Y angle
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/// </summary>
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TargetForward,
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/// <summary>
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/// Default heading is a constant world space heading.
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/// </summary>
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WorldForward,
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}
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/// <summary>The method by which the 'default heading' is calculated if
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/// recentering to target heading is enabled</summary>
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[FormerlySerializedAs("m_HeadingDefinition")]
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[Tooltip("How 'forward' is defined. The camera will be placed by default behind the target. "
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+ "PositionDelta will consider 'forward' to be the direction in which the target is moving.")]
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public HeadingDefinition m_Definition;
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/// <summary>Size of the velocity sampling window for target heading filter.
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/// Used only if deriving heading from target's movement</summary>
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[Range(0, 10)]
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[Tooltip("Size of the velocity sampling window for target heading filter. This filters out "
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+ "irregularities in the target's movement. Used only if deriving heading from target's "
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+ "movement (PositionDelta or Velocity)")]
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public int m_VelocityFilterStrength;
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/// <summary>Additional Y rotation applied to the target heading.
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/// When this value is 0, the camera will be placed behind the target</summary>
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[Range(-180f, 180f)]
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[FormerlySerializedAs("m_HeadingBias")]
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[Tooltip("Where the camera is placed when the X-axis value is zero. This is a rotation in "
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+ "degrees around the Y axis. When this value is 0, the camera will be placed behind "
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+ "the target. Nonzero offsets will rotate the zero position around the target.")]
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public float m_Bias;
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/// <summary>Constructor</summary>
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/// <param name="def">The heading definition</param>
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/// <param name="filterStrength">The strength of the heading filter</param>
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/// <param name="bias">The heading bias</param>
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public Heading(HeadingDefinition def, int filterStrength, float bias)
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{
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m_Definition = def;
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m_VelocityFilterStrength = filterStrength;
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m_Bias = bias;
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}
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};
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/// <summary>The definition of Forward. Camera will follow behind.</summary>
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[Space]
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[OrbitalTransposerHeadingProperty]
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[Tooltip("The definition of Forward. Camera will follow behind.")]
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public Heading m_Heading = new Heading(Heading.HeadingDefinition.TargetForward, 4, 0);
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/// <summary>Parameters that control Automating Heading Recentering</summary>
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[Tooltip("Automatic heading recentering. The settings here defines how the camera "
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+ "will reposition itself in the absence of player input.")]
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public AxisState.Recentering m_RecenterToTargetHeading = new AxisState.Recentering(true, 1, 2);
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/// <summary>Axis representing the current heading. Value is in degrees
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/// and represents a rotation about the up vector</summary>
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[Tooltip("Heading Control. The settings here control the behaviour of the camera "
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+ "in response to the player's input.")]
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[AxisStateProperty]
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public AxisState m_XAxis = new AxisState(-180, 180, true, false, 300f, 0.1f, 0.1f, "Mouse X", true);
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/// <summary>Legacy support</summary>
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[SerializeField] [HideInInspector] [FormerlySerializedAs("m_Radius")] private float m_LegacyRadius = float.MaxValue;
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[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeightOffset")] private float m_LegacyHeightOffset = float.MaxValue;
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[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeadingBias")] private float m_LegacyHeadingBias = float.MaxValue;
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/// <summary>Legacy support for old serialized versions</summary>
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protected override void OnValidate()
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{
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// Upgrade after a legacy deserialize
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if (m_LegacyRadius != float.MaxValue
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&& m_LegacyHeightOffset != float.MaxValue
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&& m_LegacyHeadingBias != float.MaxValue)
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{
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m_FollowOffset = new Vector3(0, m_LegacyHeightOffset, -m_LegacyRadius);
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m_LegacyHeightOffset = m_LegacyRadius = float.MaxValue;
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m_Heading.m_Bias = m_LegacyHeadingBias;
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m_XAxis.m_MaxSpeed /= 10;
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m_XAxis.m_AccelTime /= 10;
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m_XAxis.m_DecelTime /= 10;
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m_LegacyHeadingBias = float.MaxValue;
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int heading = (int)m_Heading.m_Definition;
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if (m_RecenterToTargetHeading.LegacyUpgrade(ref heading, ref m_Heading.m_VelocityFilterStrength))
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m_Heading.m_Definition = (Heading.HeadingDefinition)heading;
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}
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m_XAxis.Validate();
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m_RecenterToTargetHeading.Validate();
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base.OnValidate();
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}
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/// <summary>
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/// Drive the x-axis setting programmatically.
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/// Automatic heading updating will be disabled.
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/// </summary>
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[HideInInspector, NoSaveDuringPlay]
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public bool m_HeadingIsSlave = false;
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/// <summary>
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/// Delegate that allows the the m_XAxis object to be replaced with another one.
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/// </summary>
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internal delegate float UpdateHeadingDelegate(
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CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up);
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/// <summary>
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/// Delegate that allows the the XAxis object to be replaced with another one.
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/// To use it, just call orbital.UpdateHeading() with a reference to a
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/// private AxisState object, and that AxisState object will be updated and
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/// used to calculate the heading.
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/// </summary>
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internal UpdateHeadingDelegate HeadingUpdater
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= (CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up) => {
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return orbital.UpdateHeading(
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deltaTime, up, ref orbital.m_XAxis,
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ref orbital.m_RecenterToTargetHeading,
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CinemachineCore.Instance.IsLive(orbital.VirtualCamera));
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};
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/// <summary>
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/// Update the X axis and calculate the heading. This can be called by a delegate
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/// with a custom axis. Note that this method is obsolete.
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/// </summary>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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/// <param name="up">World Up, set by the CinemachineBrain</param>
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/// <param name="axis"></param>
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/// <returns>Axis value</returns>
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public float UpdateHeading(float deltaTime, Vector3 up, ref AxisState axis)
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{
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return UpdateHeading(deltaTime, up, ref axis, ref m_RecenterToTargetHeading, true);
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}
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/// <summary>
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/// Update the X axis and calculate the heading. This can be called by a delegate
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/// with a custom axis.
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/// </summary>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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/// <param name="up">World Up, set by the CinemachineBrain</param>
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/// <param name="axis"></param>
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/// <param name="recentering"></param>
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/// <param name="isLive">true if the vcam is live</param>
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/// <returns>Axis value</returns>
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public float UpdateHeading(
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float deltaTime, Vector3 up, ref AxisState axis,
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ref AxisState.Recentering recentering, bool isLive)
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{
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if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
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{
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axis.m_MinValue = -180;
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axis.m_MaxValue = 180;
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}
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// Only read joystick when game is playing
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if (deltaTime < 0 || !VirtualCamera.PreviousStateIsValid || !isLive)
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{
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axis.Reset();
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recentering.CancelRecentering();
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}
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else if (axis.Update(deltaTime))
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recentering.CancelRecentering();
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if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
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{
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float finalHeading = axis.Value;
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axis.Value = 0;
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return finalHeading;
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}
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float targetHeading = GetTargetHeading(axis.Value, GetReferenceOrientation(up));
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recentering.DoRecentering(ref axis, deltaTime, targetHeading);
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return axis.Value;
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}
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private void OnEnable()
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{
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// GML todo: do we really need this?
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m_PreviousTarget = null;
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m_LastTargetPosition = Vector3.zero;
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UpdateInputAxisProvider();
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}
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/// <summary>
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/// API for the inspector. Internal use only
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/// </summary>
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public void UpdateInputAxisProvider()
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{
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m_XAxis.SetInputAxisProvider(0, null);
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if (!m_HeadingIsSlave && VirtualCamera != null)
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{
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var provider = VirtualCamera.GetInputAxisProvider();
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if (provider != null)
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m_XAxis.SetInputAxisProvider(0, provider);
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}
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}
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private Vector3 m_LastTargetPosition = Vector3.zero;
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private HeadingTracker mHeadingTracker;
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#if CINEMACHINE_PHYSICS
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private Rigidbody m_TargetRigidBody = null;
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#endif
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private Transform m_PreviousTarget;
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private Vector3 m_LastCameraPosition;
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/// <summary>This is called to notify the us that a target got warped,
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/// so that we can update its internal state to make the camera
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/// also warp seamlessy.</summary>
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/// <param name="target">The object that was warped</param>
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/// <param name="positionDelta">The amount the target's position changed</param>
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public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
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{
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base.OnTargetObjectWarped(target, positionDelta);
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if (target == FollowTarget)
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{
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m_LastTargetPosition += positionDelta;
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m_LastCameraPosition += positionDelta;
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}
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}
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/// <summary>
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/// Force the virtual camera to assume a given position and orientation
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/// </summary>
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/// <param name="pos">Worldspace pposition to take</param>
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/// <param name="rot">Worldspace orientation to take</param>
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public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
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{
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base.ForceCameraPosition(pos, rot);
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m_LastCameraPosition = pos;
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m_XAxis.Value = GetAxisClosestValue(pos, VirtualCamera.State.ReferenceUp);
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}
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/// <summary>Notification that this virtual camera is going live.
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/// Base class implementation does nothing.</summary>
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/// <param name="fromCam">The camera being deactivated. May be null.</param>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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/// <param name="transitionParams">Transition settings for this vcam</param>
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/// <returns>True if the vcam should do an internal update as a result of this call</returns>
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public override bool OnTransitionFromCamera(
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ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime,
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ref CinemachineVirtualCameraBase.TransitionParams transitionParams)
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{
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m_RecenterToTargetHeading.DoRecentering(ref m_XAxis, -1, 0);
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m_RecenterToTargetHeading.CancelRecentering();
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if (fromCam != null //&& fromCam.Follow == FollowTarget
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&& m_BindingMode != CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp
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&& transitionParams.m_InheritPosition
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&& !CinemachineCore.Instance.IsLiveInBlend(VirtualCamera))
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{
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m_XAxis.Value = GetAxisClosestValue(fromCam.State.RawPosition, worldUp);
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return true;
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}
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return false;
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}
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/// <summary>
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/// What axis value would we need to get as close as possible to the desired cameraPos?
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/// </summary>
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/// <param name="cameraPos">camera position we would like to approximate</param>
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/// <param name="up">world up</param>
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/// <returns>The best value to put into the X axis, to approximate the desired camera pos</returns>
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public float GetAxisClosestValue(Vector3 cameraPos, Vector3 up)
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{
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Quaternion orient = GetReferenceOrientation(up);
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Vector3 fwd = (orient * Vector3.forward).ProjectOntoPlane(up);
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if (!fwd.AlmostZero() && FollowTarget != null)
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{
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// Get the base camera placement
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float heading = 0;
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if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
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heading += m_Heading.m_Bias;
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orient = orient * Quaternion.AngleAxis(heading, up);
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Vector3 targetPos = FollowTargetPosition;
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Vector3 pos = targetPos + orient * EffectiveOffset;
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Vector3 a = (pos - targetPos).ProjectOntoPlane(up);
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Vector3 b = (cameraPos - targetPos).ProjectOntoPlane(up);
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return Vector3.SignedAngle(a, b, up);
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}
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return m_LastHeading; // Can't calculate, stay conservative
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}
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float m_LastHeading;
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/// <summary>Positions the virtual camera according to the transposer rules.</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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InitPrevFrameStateInfo(ref curState, deltaTime);
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// Update the heading
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if (FollowTarget != m_PreviousTarget)
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{
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m_PreviousTarget = FollowTarget;
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#if CINEMACHINE_PHYSICS
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m_TargetRigidBody = (m_PreviousTarget == null) ? null : m_PreviousTarget.GetComponent<Rigidbody>();
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#endif
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m_LastTargetPosition = (m_PreviousTarget == null) ? Vector3.zero : m_PreviousTarget.position;
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mHeadingTracker = null;
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}
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m_LastHeading = HeadingUpdater(this, deltaTime, curState.ReferenceUp);
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float heading = m_LastHeading;
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if (IsValid)
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{
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// Calculate the heading
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if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
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heading += m_Heading.m_Bias;
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Quaternion headingRot = Quaternion.AngleAxis(heading, Vector3.up);
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Vector3 rawOffset = EffectiveOffset;
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Vector3 offset = headingRot * rawOffset;
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// Track the target, with damping
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TrackTarget(deltaTime, curState.ReferenceUp, offset, out Vector3 pos, out Quaternion orient);
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// Place the camera
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offset = orient * offset;
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curState.ReferenceUp = orient * Vector3.up;
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// Respect minimum target distance on XZ plane
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var targetPosition = FollowTargetPosition;
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pos += GetOffsetForMinimumTargetDistance(
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pos, offset, curState.RawOrientation * Vector3.forward,
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curState.ReferenceUp, targetPosition);
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curState.RawPosition = pos + offset;
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if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
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{
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var lookAt = targetPosition;
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if (LookAtTarget != null)
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lookAt = LookAtTargetPosition;
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var dir0 = m_LastCameraPosition - lookAt;
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var dir1 = curState.RawPosition - lookAt;
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if (dir0.sqrMagnitude > 0.01f && dir1.sqrMagnitude > 0.01f)
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curState.PositionDampingBypass = UnityVectorExtensions.SafeFromToRotation(
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dir0, dir1, curState.ReferenceUp).eulerAngles;
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}
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m_LastTargetPosition = targetPosition;
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m_LastCameraPosition = curState.RawPosition;
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}
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}
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/// <summary>Internal API for the Inspector Editor, so it can draw a marker at the target</summary>
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/// <param name="worldUp">Current effective world up</param>
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/// <returns>The position of the Follow target</returns>
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public override Vector3 GetTargetCameraPosition(Vector3 worldUp)
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{
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if (!IsValid)
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return Vector3.zero;
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float heading = m_LastHeading;
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if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
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heading += m_Heading.m_Bias;
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Quaternion orient = Quaternion.AngleAxis(heading, Vector3.up);
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orient = GetReferenceOrientation(worldUp) * orient;
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var pos = orient * EffectiveOffset;
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pos += m_LastTargetPosition;
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return pos;
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}
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/// <summary>OrbitalTransposer is controlled by input.</summary>
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public override bool RequiresUserInput => true;
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// Make sure this is calld only once per frame
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private float GetTargetHeading(float currentHeading, Quaternion targetOrientation)
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{
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if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
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return 0;
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if (FollowTarget == null)
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return currentHeading;
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var headingDef = m_Heading.m_Definition;
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#if CINEMACHINE_PHYSICS
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if (headingDef == Heading.HeadingDefinition.Velocity && m_TargetRigidBody == null)
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headingDef = Heading.HeadingDefinition.PositionDelta;
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#endif
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Vector3 velocity = Vector3.zero;
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switch (headingDef)
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{
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case Heading.HeadingDefinition.Velocity:
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#if CINEMACHINE_PHYSICS
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velocity = m_TargetRigidBody.velocity;
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break;
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#endif
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case Heading.HeadingDefinition.PositionDelta:
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velocity = FollowTargetPosition - m_LastTargetPosition;
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break;
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case Heading.HeadingDefinition.TargetForward:
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velocity = FollowTargetRotation * Vector3.forward;
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break;
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default:
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case Heading.HeadingDefinition.WorldForward:
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return 0;
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}
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// Process the velocity and derive the heading from it.
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Vector3 up = targetOrientation * Vector3.up;
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velocity = velocity.ProjectOntoPlane(up);
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if (headingDef != Heading.HeadingDefinition.TargetForward)
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{
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int filterSize = m_Heading.m_VelocityFilterStrength * 5;
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if (mHeadingTracker == null || mHeadingTracker.FilterSize != filterSize)
|
|
mHeadingTracker = new HeadingTracker(filterSize);
|
|
mHeadingTracker.DecayHistory();
|
|
if (!velocity.AlmostZero())
|
|
mHeadingTracker.Add(velocity);
|
|
velocity = mHeadingTracker.GetReliableHeading();
|
|
}
|
|
if (!velocity.AlmostZero())
|
|
return UnityVectorExtensions.SignedAngle(
|
|
targetOrientation * Vector3.forward, velocity, up);
|
|
|
|
// If no reliable heading, then stay where we are.
|
|
return currentHeading;
|
|
}
|
|
}
|
|
}
|