using UnityEngine;
using Cinemachine.Utility;
using System.Collections.Generic;
namespace Cinemachine
{
///
/// The output of the Cinemachine engine for a specific virtual camera. The information
/// in this struct can be blended, and provides what is needed to calculate an
/// appropriate camera position, orientation, and lens setting.
///
/// Raw values are what the Cinemachine behaviours generate. The correction channel
/// holds perturbations to the raw values - e.g. noise or smoothing, or obstacle
/// avoidance corrections. Coirrections are not considered when making time-based
/// calculations such as damping.
///
/// The Final position and orientation is the comination of the raw values and
/// their corrections.
///
public struct CameraState
{
///
/// Camera Lens Settings.
///
public LensSettings Lens { get; set; }
///
/// Which way is up. World space unit vector.
///
public Vector3 ReferenceUp { get; set; }
///
/// The world space focus point of the camera. What the camera wants to look at.
/// There is a special constant define to represent "nothing". Be careful to
/// check for that (or check the HasLookAt property).
///
public Vector3 ReferenceLookAt { get; set; }
///
/// Returns true if this state has a valid ReferenceLookAt value.
///
public bool HasLookAt { get { return ReferenceLookAt == ReferenceLookAt; } } // will be false if NaN
///
/// This constant represents "no point in space" or "no direction".
///
public static Vector3 kNoPoint = new Vector3(float.NaN, float.NaN, float.NaN);
///
/// Raw (un-corrected) world space position of this camera
///
public Vector3 RawPosition { get; set; }
///
/// Raw (un-corrected) world space orientation of this camera
///
public Quaternion RawOrientation { get; set; }
/// This is a way for the Body component to bypass aim damping,
/// useful for when the body need to rotate its point of view, but does not
/// want interference from the aim damping
internal Vector3 PositionDampingBypass { get; set; }
///
/// Subjective estimation of how "good" the shot is.
/// Larger values mean better quality. Default is 1.
///
public float ShotQuality { get; set; }
///
/// Position correction. This will be added to the raw position.
/// This value doesn't get fed back into the system when calculating the next frame.
/// Can be noise, or smoothing, or both, or something else.
///
public Vector3 PositionCorrection { get; set; }
///
/// Orientation correction. This will be added to the raw orientation.
/// This value doesn't get fed back into the system when calculating the next frame.
/// Can be noise, or smoothing, or both, or something else.
///
public Quaternion OrientationCorrection { get; set; }
///
/// Position with correction applied.
///
public Vector3 CorrectedPosition { get { return RawPosition + PositionCorrection; } }
///
/// Orientation with correction applied.
///
public Quaternion CorrectedOrientation { get { return RawOrientation * OrientationCorrection; } }
///
/// Position with correction applied. This is what the final camera gets.
///
public Vector3 FinalPosition { get { return RawPosition + PositionCorrection; } }
///
/// Orientation with correction and dutch applied. This is what the final camera gets.
///
public Quaternion FinalOrientation
{
get
{
if (Mathf.Abs(Lens.Dutch) > UnityVectorExtensions.Epsilon)
return CorrectedOrientation * Quaternion.AngleAxis(Lens.Dutch, Vector3.forward);
return CorrectedOrientation;
}
}
///
/// State with default values
///
public static CameraState Default
{
get
{
CameraState state = new CameraState();
state.Lens = LensSettings.Default;
state.ReferenceUp = Vector3.up;
state.ReferenceLookAt = kNoPoint;
state.RawPosition = Vector3.zero;
state.RawOrientation = Quaternion.identity;
state.ShotQuality = 1;
state.PositionCorrection = Vector3.zero;
state.OrientationCorrection = Quaternion.identity;
state.PositionDampingBypass = Vector3.zero;
return state;
}
}
/// Opaque structure represent extra blendable stuff and its weight.
/// The base system ignores this data - it is intended for extension modules
public struct CustomBlendable
{
/// The custom stuff that the extention module will consider
public Object m_Custom;
/// The weight of the custom stuff. Must be 0...1
public float m_Weight;
/// Constructor with specific values
/// The custom stuff that the extention module will consider
/// The weight of the custom stuff. Must be 0...1
public CustomBlendable(Object custom, float weight)
{ m_Custom = custom; m_Weight = weight; }
};
// This is to avoid excessive GC allocs
CustomBlendable mCustom0;
CustomBlendable mCustom1;
CustomBlendable mCustom2;
CustomBlendable mCustom3;
List m_CustomOverflow;
/// The number of custom blendables that will be applied to the camera.
/// The base system manages but otherwise ignores this data - it is intended for
/// extension modules
public int NumCustomBlendables { get; private set; }
/// Get a custom blendable that will be applied to the camera.
/// The base system manages but otherwise ignores this data - it is intended for
/// extension modules
/// Which one to get. Must be in range [0...NumCustomBlendables)
/// The custom blendable at the specified index.
public CustomBlendable GetCustomBlendable(int index)
{
switch (index)
{
case 0: return mCustom0;
case 1: return mCustom1;
case 2: return mCustom2;
case 3: return mCustom3;
default:
{
index -= 4;
if (m_CustomOverflow != null && index < m_CustomOverflow.Count)
return m_CustomOverflow[index];
return new CustomBlendable(null, 0);
}
}
}
int FindCustomBlendable(Object custom)
{
if (mCustom0.m_Custom == custom)
return 0;
if (mCustom1.m_Custom == custom)
return 1;
if (mCustom2.m_Custom == custom)
return 2;
if (mCustom3.m_Custom == custom)
return 3;
if (m_CustomOverflow != null)
{
for (int i = 0; i < m_CustomOverflow.Count; ++i)
if (m_CustomOverflow[i].m_Custom == custom)
return i + 4;
}
return -1;
}
/// Add a custom blendable to the pot for eventual application to the camera.
/// The base system manages but otherwise ignores this data - it is intended for
/// extension modules
/// The custom blendable to add. If b.m_Custom is the same as an
/// already-added custom blendable, then they will be merged and the weights combined.
public void AddCustomBlendable(CustomBlendable b)
{
// Attempt to merge common blendables to avoid growth
int index = FindCustomBlendable(b.m_Custom);
if (index >= 0)
b.m_Weight += GetCustomBlendable(index).m_Weight;
else
{
index = NumCustomBlendables;
NumCustomBlendables = index + 1;
}
switch (index)
{
case 0: mCustom0 = b; break;
case 1: mCustom1 = b; break;
case 2: mCustom2 = b; break;
case 3: mCustom3 = b; break;
default:
{
if (m_CustomOverflow == null)
m_CustomOverflow = new List();
m_CustomOverflow.Add(b);
break;
}
}
}
/// Intelligently blend the contents of two states.
/// The first state, corresponding to t=0
/// The second state, corresponding to t=1
/// How much to interpolate. Internally clamped to 0..1
/// Linearly interpolated CameraState
public static CameraState Lerp(CameraState stateA, CameraState stateB, float t)
{
t = Mathf.Clamp01(t);
float adjustedT = t;
CameraState state = new CameraState();
state.Lens = LensSettings.Lerp(stateA.Lens, stateB.Lens, t);
state.ReferenceUp = Vector3.Slerp(stateA.ReferenceUp, stateB.ReferenceUp, t);
state.RawPosition = Vector3.Lerp(stateA.RawPosition, stateB.RawPosition, t);
state.ShotQuality = Mathf.Lerp(stateA.ShotQuality, stateB.ShotQuality, t);
state.PositionCorrection = Vector3.Lerp(
stateA.PositionCorrection, stateB.PositionCorrection, t);
// GML todo: is this right? Can it introduce a roll?
state.OrientationCorrection = Quaternion.Slerp(
stateA.OrientationCorrection, stateB.OrientationCorrection, t);
Vector3 dirTarget = Vector3.zero;
if (!stateA.HasLookAt || !stateB.HasLookAt)
state.ReferenceLookAt = kNoPoint; // can't interpolate if undefined
else
{
// Re-interpolate FOV to preserve target composition, if possible
float fovA = stateA.Lens.FieldOfView;
float fovB = stateB.Lens.FieldOfView;
if (!state.Lens.Orthographic && !Mathf.Approximately(fovA, fovB))
{
LensSettings lens = state.Lens;
lens.FieldOfView = state.InterpolateFOV(
fovA, fovB,
Mathf.Max((stateA.ReferenceLookAt - stateA.CorrectedPosition).magnitude, stateA.Lens.NearClipPlane),
Mathf.Max((stateB.ReferenceLookAt - stateB.CorrectedPosition).magnitude, stateB.Lens.NearClipPlane), t);
state.Lens = lens;
// Make sure we preserve the screen composition through FOV changes
adjustedT = Mathf.Abs((lens.FieldOfView - fovA) / (fovB - fovA));
}
// Linear interpolation of lookAt target point
state.ReferenceLookAt = Vector3.Lerp(
stateA.ReferenceLookAt, stateB.ReferenceLookAt, adjustedT);
// If orientations are different, use LookAt to blend them
float angle = Quaternion.Angle(stateA.RawOrientation, stateB.RawOrientation);
if (angle > UnityVectorExtensions.Epsilon)
dirTarget = state.ReferenceLookAt - state.CorrectedPosition;
}
// Clever orientation interpolation
if (dirTarget.AlmostZero())
{
// Don't know what we're looking at - can only slerp
state.RawOrientation = UnityQuaternionExtensions.SlerpWithReferenceUp(
stateA.RawOrientation, stateB.RawOrientation, t, state.ReferenceUp);
}
else
{
// Rotate while preserving our lookAt target
dirTarget = dirTarget.normalized;
if ((dirTarget - state.ReferenceUp).AlmostZero()
|| (dirTarget + state.ReferenceUp).AlmostZero())
{
// Looking up or down at the pole
state.RawOrientation = UnityQuaternionExtensions.SlerpWithReferenceUp(
stateA.RawOrientation, stateB.RawOrientation, t, state.ReferenceUp);
}
else
{
// Put the target in the center
state.RawOrientation = Quaternion.LookRotation(dirTarget, state.ReferenceUp);
// Blend the desired offsets from center
Vector2 deltaA = -stateA.RawOrientation.GetCameraRotationToTarget(
stateA.ReferenceLookAt - stateA.CorrectedPosition, stateA.ReferenceUp);
Vector2 deltaB = -stateB.RawOrientation.GetCameraRotationToTarget(
stateB.ReferenceLookAt - stateB.CorrectedPosition, stateB.ReferenceUp);
state.RawOrientation = state.RawOrientation.ApplyCameraRotation(
Vector2.Lerp(deltaA, deltaB, adjustedT), state.ReferenceUp);
}
}
// Accumulate the custom blendables and apply the weights
for (int i = 0; i < stateA.NumCustomBlendables; ++i)
{
CustomBlendable b = stateA.GetCustomBlendable(i);
b.m_Weight *= (1-t);
if (b.m_Weight > UnityVectorExtensions.Epsilon)
state.AddCustomBlendable(b);
}
for (int i = 0; i < stateB.NumCustomBlendables; ++i)
{
CustomBlendable b = stateB.GetCustomBlendable(i);
b.m_Weight *= t;
if (b.m_Weight > UnityVectorExtensions.Epsilon)
state.AddCustomBlendable(b);
}
return state;
}
float InterpolateFOV(float fovA, float fovB, float dA, float dB, float t)
{
// We interpolate shot height
float hA = dA * 2f * Mathf.Tan(fovA * Mathf.Deg2Rad / 2f);
float hB = dB * 2f * Mathf.Tan(fovB * Mathf.Deg2Rad / 2f);
float h = Mathf.Lerp(hA, hB, t);
float fov = 179f;
float d = Mathf.Lerp(dA, dB, t);
if (d > UnityVectorExtensions.Epsilon)
fov = 2f * Mathf.Atan(h / (2 * d)) * Mathf.Rad2Deg;
return Mathf.Clamp(fov, Mathf.Min(fovA, fovB), Mathf.Max(fovA, fovB));
}
}
}