using UnityEngine; using System; using Cinemachine.Utility; using UnityEngine.Serialization; namespace Cinemachine { /// /// A Cinemachine Virtual Camera Body component that constrains camera motion /// to a CinemachinePath. The camera can move along the path. /// /// This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning. /// In Manual mode, the camera's position is specified by animating the Path Position field. /// In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding /// the position on the path that's closest to the virtual camera's Follow target. /// [DocumentationSorting(7, DocumentationSortingAttribute.Level.UserRef)] [AddComponentMenu("")] // Don't display in add component menu [RequireComponent(typeof(CinemachinePipeline))] [SaveDuringPlay] public class CinemachineTrackedDolly : CinemachineComponentBase { /// The path to which the camera will be constrained. This must be non-null. [Tooltip("The path to which the camera will be constrained. This must be non-null.")] public CinemachinePathBase m_Path; /// The position along the path at which the camera will be placed. /// This can be animated directly, or set automatically by the Auto-Dolly feature /// to get as close as possible to the Follow target. [Tooltip("The position along the path at which the camera will be placed. This can be animated directly, or set automatically by the Auto-Dolly feature to get as close as possible to the Follow target. The value is interpreted according to the Position Units setting.")] public float m_PathPosition; /// How to interpret the Path Position [Tooltip("How to interpret Path Position. If set to Path Units, values are as follows: 0 represents the first waypoint on the path, 1 is the second, and so on. Values in-between are points on the path in between the waypoints. If set to Distance, then Path Position represents distance along the path.")] public CinemachinePathBase.PositionUnits m_PositionUnits = CinemachinePathBase.PositionUnits.PathUnits; /// Where to put the camera realtive to the path postion. X is perpendicular to the path, Y is up, and Z is parallel to the path. [Tooltip("Where to put the camera relative to the path position. X is perpendicular to the path, Y is up, and Z is parallel to the path. This allows the camera to be offset from the path itself (as if on a tripod, for example).")] public Vector3 m_PathOffset = Vector3.zero; /// How aggressively the camera tries to maintain the offset perpendicular to the path. /// Small numbers are more responsive, rapidly translating the camera to keep the target's /// x-axis offset. Larger numbers give a more heavy slowly responding camera. /// Using different settings per axis can yield a wide range of camera behaviors [Range(0f, 20f)] [Tooltip("How aggressively the camera tries to maintain its position in a direction perpendicular to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.")] public float m_XDamping = 0f; /// How aggressively the camera tries to maintain the offset in the path-local up direction. /// Small numbers are more responsive, rapidly translating the camera to keep the target's /// y-axis offset. Larger numbers give a more heavy slowly responding camera. /// Using different settings per axis can yield a wide range of camera behaviors [Range(0f, 20f)] [Tooltip("How aggressively the camera tries to maintain its position in the path-local up direction. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.")] public float m_YDamping = 0f; /// How aggressively the camera tries to maintain the offset parallel to the path. /// Small numbers are more responsive, rapidly translating the camera to keep the /// target's z-axis offset. Larger numbers give a more heavy slowly responding camera. /// Using different settings per axis can yield a wide range of camera behaviors [Range(0f, 20f)] [Tooltip("How aggressively the camera tries to maintain its position in a direction parallel to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.")] public float m_ZDamping = 1f; /// Different ways to set the camera's up vector [DocumentationSorting(7.1f, DocumentationSortingAttribute.Level.UserRef)] public enum CameraUpMode { /// Leave the camera's up vector alone. It will be set according to the Brain's WorldUp. Default, /// Take the up vector from the path's up vector at the current point Path, /// Take the up vector from the path's up vector at the current point, but with the roll zeroed out PathNoRoll, /// Take the up vector from the Follow target's up vector FollowTarget, /// Take the up vector from the Follow target's up vector, but with the roll zeroed out FollowTargetNoRoll, }; /// How to set the virtual camera's Up vector. This will affect the screen composition. [Tooltip("How to set the virtual camera's Up vector. This will affect the screen composition, because the camera Aim behaviours will always try to respect the Up direction.")] public CameraUpMode m_CameraUp = CameraUpMode.Default; /// "How aggressively the camera tries to track the target rotation's X angle. /// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. [Range(0f, 20f)] [Tooltip("How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")] public float m_PitchDamping = 0; /// How aggressively the camera tries to track the target rotation's Y angle. /// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. [Range(0f, 20f)] [Tooltip("How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")] public float m_YawDamping = 0; /// How aggressively the camera tries to track the target rotation's Z angle. /// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. [Range(0f, 20f)] [Tooltip("How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")] public float m_RollDamping = 0f; /// Controls how automatic dollying occurs [DocumentationSorting(7.2f, DocumentationSortingAttribute.Level.UserRef)] [Serializable] public struct AutoDolly { /// If checked, will enable automatic dolly, which chooses a path position /// that is as close as possible to the Follow target. [Tooltip("If checked, will enable automatic dolly, which chooses a path position that is as close as possible to the Follow target. Note: this can have significant performance impact")] public bool m_Enabled; /// Offset, in current position units, from the closest point on the path to the follow target. [Tooltip("Offset, in current position units, from the closest point on the path to the follow target")] public float m_PositionOffset; /// Search up to how many waypoints on either side of the current position. Use 0 for Entire path [Tooltip("Search up to how many waypoints on either side of the current position. Use 0 for Entire path.")] public int m_SearchRadius; /// We search between waypoints by dividing the segment into this many straight pieces. /// The higher the number, the more accurate the result, but performance is /// proportionally slower for higher numbers [FormerlySerializedAs("m_StepsPerSegment")] [Tooltip("We search between waypoints by dividing the segment into this many straight pieces. The higher the number, the more accurate the result, but performance is proportionally slower for higher numbers")] public int m_SearchResolution; /// Constructor with specific field values public AutoDolly(bool enabled, float positionOffset, int searchRadius, int stepsPerSegment) { m_Enabled = enabled; m_PositionOffset = positionOffset; m_SearchRadius = searchRadius; m_SearchResolution = stepsPerSegment; } }; /// Controls how automatic dollying occurs [Tooltip("Controls how automatic dollying occurs. A Follow target is necessary to use this feature.")] public AutoDolly m_AutoDolly = new AutoDolly(false, 0, 2, 5); /// True if component is enabled and has a path public override bool IsValid { get { return enabled && m_Path != null; } } /// Get the Cinemachine Pipeline stage that this component implements. /// Always returns the Body stage public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Body; } } /// Positions the virtual camera according to the transposer rules. /// The current camera state /// Used for damping. If less that 0, no damping is done. public override void MutateCameraState(ref CameraState curState, float deltaTime) { // Init previous frame state info if (deltaTime < 0) { m_PreviousPathPosition = m_PathPosition; m_PreviousCameraPosition = curState.RawPosition; } if (!IsValid) return; //UnityEngine.Profiling.Profiler.BeginSample("CinemachineTrackedDolly.MutateCameraState"); // Get the new ideal path base position if (m_AutoDolly.m_Enabled && FollowTarget != null) { float prevPos = m_PreviousPathPosition; if (m_PositionUnits == CinemachinePathBase.PositionUnits.Distance) prevPos = m_Path.GetPathPositionFromDistance(prevPos); // This works in path units m_PathPosition = m_Path.FindClosestPoint( FollowTarget.transform.position, Mathf.FloorToInt(prevPos), (deltaTime < 0 || m_AutoDolly.m_SearchRadius <= 0) ? -1 : m_AutoDolly.m_SearchRadius, m_AutoDolly.m_SearchResolution); if (m_PositionUnits == CinemachinePathBase.PositionUnits.Distance) m_PathPosition = m_Path.GetPathDistanceFromPosition(m_PathPosition); // Apply the path position offset m_PathPosition += m_AutoDolly.m_PositionOffset; } float newPathPosition = m_PathPosition; if (deltaTime >= 0) { // Normalize previous position to find the shortest path float maxUnit = m_Path.MaxUnit(m_PositionUnits); if (maxUnit > 0) { float prev = m_Path.NormalizeUnit(m_PreviousPathPosition, m_PositionUnits); float next = m_Path.NormalizeUnit(newPathPosition, m_PositionUnits); if (m_Path.Looped && Mathf.Abs(next - prev) > maxUnit / 2) { if (next > prev) prev += maxUnit; else prev -= maxUnit; } m_PreviousPathPosition = prev; newPathPosition = next; } // Apply damping along the path direction float offset = m_PreviousPathPosition - newPathPosition; offset = Damper.Damp(offset, m_ZDamping, deltaTime); newPathPosition = m_PreviousPathPosition - offset; } m_PreviousPathPosition = newPathPosition; Quaternion newPathOrientation = m_Path.EvaluateOrientationAtUnit(newPathPosition, m_PositionUnits); // Apply the offset to get the new camera position Vector3 newCameraPos = m_Path.EvaluatePositionAtUnit(newPathPosition, m_PositionUnits); Vector3 offsetX = newPathOrientation * Vector3.right; Vector3 offsetY = newPathOrientation * Vector3.up; Vector3 offsetZ = newPathOrientation * Vector3.forward; newCameraPos += m_PathOffset.x * offsetX; newCameraPos += m_PathOffset.y * offsetY; newCameraPos += m_PathOffset.z * offsetZ; // Apply damping to the remaining directions if (deltaTime >= 0) { Vector3 currentCameraPos = m_PreviousCameraPosition; Vector3 delta = (currentCameraPos - newCameraPos); Vector3 delta1 = Vector3.Dot(delta, offsetY) * offsetY; Vector3 delta0 = delta - delta1; delta0 = Damper.Damp(delta0, m_XDamping, deltaTime); delta1 = Damper.Damp(delta1, m_YDamping, deltaTime); newCameraPos = currentCameraPos - (delta0 + delta1); } curState.RawPosition = m_PreviousCameraPosition = newCameraPos; // Set the orientation and up Quaternion newOrientation = GetTargetOrientationAtPathPoint(newPathOrientation, curState.ReferenceUp); if (deltaTime < 0) m_PreviousOrientation = newOrientation; else { if (deltaTime >= 0) { Vector3 relative = (Quaternion.Inverse(m_PreviousOrientation) * newOrientation).eulerAngles; for (int i = 0; i < 3; ++i) if (relative[i] > 180) relative[i] -= 360; relative = Damper.Damp(relative, AngularDamping, deltaTime); newOrientation = m_PreviousOrientation * Quaternion.Euler(relative); } m_PreviousOrientation = newOrientation; } curState.RawOrientation = newOrientation; curState.ReferenceUp = curState.RawOrientation * Vector3.up; //UnityEngine.Profiling.Profiler.EndSample(); } /// API for the editor, to process a position drag from the user. /// This implementation adds the delta to the follow offset. /// The amount dragged this frame public override void OnPositionDragged(Vector3 delta) { Quaternion targetOrientation = m_Path.EvaluateOrientationAtUnit(m_PathPosition, m_PositionUnits); Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta; m_PathOffset += localOffset; } private Quaternion GetTargetOrientationAtPathPoint(Quaternion pathOrientation, Vector3 up) { switch (m_CameraUp) { default: case CameraUpMode.Default: break; case CameraUpMode.Path: return pathOrientation; case CameraUpMode.PathNoRoll: return Quaternion.LookRotation(pathOrientation * Vector3.forward, up); case CameraUpMode.FollowTarget: if (FollowTarget != null) return FollowTarget.rotation; break; case CameraUpMode.FollowTargetNoRoll: if (FollowTarget != null) return Quaternion.LookRotation(FollowTarget.rotation * Vector3.forward, up); break; } return Quaternion.LookRotation(transform.rotation * Vector3.forward, up); } private Vector3 AngularDamping { get { switch (m_CameraUp) { case CameraUpMode.PathNoRoll: case CameraUpMode.FollowTargetNoRoll: return new Vector3(m_PitchDamping, m_YawDamping, 0); case CameraUpMode.Default: return Vector3.zero; default: return new Vector3(m_PitchDamping, m_YawDamping, m_RollDamping); } } } private float m_PreviousPathPosition = 0; Quaternion m_PreviousOrientation = Quaternion.identity; private Vector3 m_PreviousCameraPosition = Vector3.zero; } }