using UnityEngine; namespace Cinemachine.Utility { /// Extensions to the Vector3 class, used by Cinemachine public static class UnityVectorExtensions { /// A useful Epsilon public const float Epsilon = 0.0001f; /// /// Get the closest point on a line segment. /// /// A point in space /// Start of line segment /// End of line segment /// The interpolation parameter representing the point on the segment, with 0==s0, and 1==s1 public static float ClosestPointOnSegment(this Vector3 p, Vector3 s0, Vector3 s1) { Vector3 s = s1 - s0; float len2 = Vector3.SqrMagnitude(s); if (len2 < Epsilon) return 0; // degenrate segment return Mathf.Clamp01(Vector3.Dot(p - s0, s) / len2); } /// /// Get the closest point on a line segment. /// /// A point in space /// Start of line segment /// End of line segment /// The interpolation parameter representing the point on the segment, with 0==s0, and 1==s1 public static float ClosestPointOnSegment(this Vector2 p, Vector2 s0, Vector2 s1) { Vector2 s = s1 - s0; float len2 = Vector2.SqrMagnitude(s); if (len2 < Epsilon) return 0; // degenrate segment return Mathf.Clamp01(Vector2.Dot(p - s0, s) / len2); } /// /// Returns a non-normalized projection of the supplied vector onto a plane /// as described by its normal /// /// /// The normal that defines the plane. Cannot be zero-length. /// The component of the vector that lies in the plane public static Vector3 ProjectOntoPlane(this Vector3 vector, Vector3 planeNormal) { return (vector - Vector3.Dot(vector, planeNormal) * planeNormal); } /// Is the vector within Epsilon of zero length? /// /// True if the square magnitude of the vector is within Epsilon of zero public static bool AlmostZero(this Vector3 v) { return v.sqrMagnitude < (Epsilon * Epsilon); } /// Get a signed angle between two vectors /// Start direction /// End direction /// This is needed in order to determine the sign. /// For example, if from an to lie on the XZ plane, then this would be the /// Y unit vector, or indeed any vector which, when dotted with Y unit vector, /// would give a positive result. /// The signed angle between the vectors public static float SignedAngle(Vector3 from, Vector3 to, Vector3 refNormal) { from.Normalize(); to.Normalize(); float dot = Vector3.Dot(Vector3.Cross(from, to), refNormal); if (Mathf.Abs(dot) < -Epsilon) return Vector3.Dot(from, to) < 0 ? 180 : 0; float angle = Vector3.Angle(from, to); if (dot < 0) return -angle; return angle; } /// This is a slerp that mimics a camera operator's movement in that /// it chooses a path that avoids the lower hemisphere, as defined by /// the up param /// First direction /// Second direction /// Interpolation amoun t /// Defines the up direction public static Vector3 SlerpWithReferenceUp( Vector3 vA, Vector3 vB, float t, Vector3 up) { float dA = vA.magnitude; float dB = vB.magnitude; if (dA < Epsilon || dB < Epsilon) return Vector3.Lerp(vA, vB, t); Vector3 dirA = vA / dA; Vector3 dirB = vB / dB; Quaternion qA = Quaternion.LookRotation(dirA, up); Quaternion qB = Quaternion.LookRotation(dirB, up); Quaternion q = UnityQuaternionExtensions.SlerpWithReferenceUp(qA, qB, t, up); Vector3 dir = q * Vector3.forward; return dir * Mathf.Lerp(dA, dB, t); } } /// Extentions to the Quaternion class, usen in various places by Cinemachine public static class UnityQuaternionExtensions { /// This is a slerp that mimics a camera operator's movement in that /// it chooses a path that avoids the lower hemisphere, as defined by /// the up param /// First direction /// Second direction /// Interpolation amoun t /// Defines the up direction public static Quaternion SlerpWithReferenceUp( Quaternion qA, Quaternion qB, float t, Vector3 up) { Vector3 dirA = (qA * Vector3.forward).ProjectOntoPlane(up); Vector3 dirB = (qB * Vector3.forward).ProjectOntoPlane(up); if (dirA.AlmostZero() || dirB.AlmostZero()) return Quaternion.Slerp(qA, qB, t); // Work on the plane, in eulers Quaternion qBase = Quaternion.LookRotation(dirA, up); Quaternion qA1 = Quaternion.Inverse(qBase) * qA; Quaternion qB1 = Quaternion.Inverse(qBase) * qB; Vector3 eA = qA1.eulerAngles; Vector3 eB = qB1.eulerAngles; return qBase * Quaternion.Euler( Mathf.LerpAngle(eA.x, eB.x, t), Mathf.LerpAngle(eA.y, eB.y, t), Mathf.LerpAngle(eA.z, eB.z, t)); } /// Normalize a quaternion /// /// The normalized quaternion. Unit length is 1. public static Quaternion Normalized(this Quaternion q) { Vector4 v = new Vector4(q.x, q.y, q.z, q.w).normalized; return new Quaternion(v.x, v.y, v.z, v.w); } /// /// Get the rotations, first about world up, then about (travelling) local right, /// necessary to align the quaternion's forward with the target direction. /// This represents the tripod head movement needed to look at the target. /// This formulation makes it easy to interpolate without introducing spurious roll. /// /// /// The worldspace target direction in which we want to look /// Which way is up /// Vector2.y is rotation about worldUp, and Vector2.x is second rotation, /// about local right. public static Vector2 GetCameraRotationToTarget( this Quaternion orient, Vector3 lookAtDir, Vector3 worldUp) { if (lookAtDir.AlmostZero()) return Vector2.zero; // degenerate // Work in local space Quaternion toLocal = Quaternion.Inverse(orient); Vector3 up = toLocal * worldUp; lookAtDir = toLocal * lookAtDir; // Align yaw based on world up float angleH = 0; { Vector3 targetDirH = lookAtDir.ProjectOntoPlane(up); if (!targetDirH.AlmostZero()) { Vector3 currentDirH = Vector3.forward.ProjectOntoPlane(up); if (currentDirH.AlmostZero()) { // We're looking at the north or south pole if (Vector3.Dot(currentDirH, up) > 0) currentDirH = Vector3.down.ProjectOntoPlane(up); else currentDirH = Vector3.up.ProjectOntoPlane(up); } angleH = UnityVectorExtensions.SignedAngle(currentDirH, targetDirH, up); } } Quaternion q = Quaternion.AngleAxis(angleH, up); // Get local vertical angle float angleV = UnityVectorExtensions.SignedAngle( q * Vector3.forward, lookAtDir, q * Vector3.right); return new Vector2(angleV, angleH); } /// /// Apply rotations, first about world up, then about (travelling) local right. /// rot.y is rotation about worldUp, and rot.x is second rotation, about local right. /// /// /// Vector2.y is rotation about worldUp, and Vector2.x is second rotation, /// about local right. /// Which way is up public static Quaternion ApplyCameraRotation( this Quaternion orient, Vector2 rot, Vector3 worldUp) { Quaternion q = Quaternion.AngleAxis(rot.x, Vector3.right); return (Quaternion.AngleAxis(rot.y, worldUp) * orient) * q; } } /// Ad-hoc xxtentions to the Rect structure, used by Cinemachine public static class UnityRectExtensions { /// Inflate a rect /// /// x and y are added/subtracted fto/from the edges of /// the rect, inflating it in all directions /// The inflated rect public static Rect Inflated(this Rect r, Vector2 delta) { return new Rect( r.xMin - delta.x, r.yMin - delta.y, r.width + delta.x * 2, r.height + delta.y * 2); } } }