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using UnityEngine;
using System.Collections.Generic;
using Cinemachine.Utility;
using System;
namespace Cinemachine
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that post-processes
/// the final position of the virtual camera. It will confine the virtual
/// camera's position to the volume specified in the Bounding Volume field.
/// </summary>
[DocumentationSorting(22, DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
public class CinemachineConfiner : CinemachineExtension
{
/// <summary>The confiner can operate using a 2D bounding shape or a 3D bounding volume</summary>
public enum Mode
{
Confine2D,
Confine3D
};
/// <summary>The confiner can operate using a 2D bounding shape or a 3D bounding volume</summary>
[Tooltip("The confiner can operate using a 2D bounding shape or a 3D bounding volume")]
public Mode m_ConfineMode;
/// <summary>The volume within which the camera is to be contained.</summary>
[Tooltip("The volume within which the camera is to be contained")]
public Collider m_BoundingVolume;
/// <summary>The 2D shape within which the camera is to be contained.</summary>
[Tooltip("The 2D shape within which the camera is to be contained")]
public Collider2D m_BoundingShape2D;
/// <summary>If camera is orthographic, screen edges will be confined to the volume.</summary>
[Tooltip("If camera is orthographic, screen edges will be confined to the volume. If not checked, then only the camera center will be confined")]
public bool m_ConfineScreenEdges = true;
/// <summary>How gradually to return the camera to the bounding volume if it goes beyond the borders</summary>
[Tooltip("How gradually to return the camera to the bounding volume if it goes beyond the borders. Higher numbers are more gradual.")]
[Range(0, 10)]
public float m_Damping = 0;
/// <summary>See whether the virtual camera has been moved by the confiner</summary>
/// <param name="vcam">The virtual camera in question. This might be different from the
/// virtual camera that owns the confiner, in the event that the camera has children</param>
/// <returns>True if the virtual camera has been repositioned</returns>
public bool CameraWasDisplaced(CinemachineVirtualCameraBase vcam)
{
return GetExtraState<VcamExtraState>(vcam).confinerDisplacement > 0;
}
private void OnValidate()
{
m_Damping = Mathf.Max(0, m_Damping);
}
class VcamExtraState
{
public Vector3 m_previousDisplacement;
public float confinerDisplacement;
};
/// <summary>Check if the bounding volume is defined</summary>
public bool IsValid
{
get
{
return ((m_ConfineMode == Mode.Confine3D && m_BoundingVolume != null)
|| (m_ConfineMode == Mode.Confine2D && m_BoundingShape2D != null));
}
}
/// <summary>Callback to to the camera confining</summary>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
if (IsValid)
{
// Move the body before the Aim is calculated
if (stage == CinemachineCore.Stage.Body)
{
Vector3 displacement;
if (m_ConfineScreenEdges && state.Lens.Orthographic)
displacement = ConfineScreenEdges(vcam, ref state);
else
displacement = ConfinePoint(state.CorrectedPosition);
VcamExtraState extra = GetExtraState<VcamExtraState>(vcam);
if (m_Damping > 0 && deltaTime >= 0)
{
Vector3 delta = displacement - extra.m_previousDisplacement;
delta = Damper.Damp(delta, m_Damping, deltaTime);
displacement = extra.m_previousDisplacement + delta;
}
extra.m_previousDisplacement = displacement;
state.PositionCorrection += displacement;
extra.confinerDisplacement = displacement.magnitude;
}
}
}
private List<List<Vector2>> m_pathCache;
/// <summary>Call this if the bounding shape's points change at runtime</summary>
public void InvalidatePathCache() { m_pathCache = null; }
bool ValidatePathCache()
{
Type colliderType = m_BoundingShape2D == null ? null: m_BoundingShape2D.GetType();
if (colliderType == typeof(PolygonCollider2D))
{
PolygonCollider2D poly = m_BoundingShape2D as PolygonCollider2D;
if (m_pathCache == null || m_pathCache.Count != poly.pathCount)
{
m_pathCache = new List<List<Vector2>>();
for (int i = 0; i < poly.pathCount; ++i)
{
Vector2[] path = poly.GetPath(i);
List<Vector2> dst = new List<Vector2>();
for (int j = 0; j < path.Length; ++j)
dst.Add(path[j]);
m_pathCache.Add(dst);
}
}
return true;
}
else if (colliderType == typeof(CompositeCollider2D))
{
CompositeCollider2D poly = m_BoundingShape2D as CompositeCollider2D;
if (m_pathCache == null || m_pathCache.Count != poly.pathCount)
{
m_pathCache = new List<List<Vector2>>();
Vector2[] path = new Vector2[poly.pointCount];
for (int i = 0; i < poly.pathCount; ++i)
{
int numPoints = poly.GetPath(i, path);
List<Vector2> dst = new List<Vector2>();
for (int j = 0; j < numPoints; ++j)
dst.Add(path[j]);
m_pathCache.Add(dst);
}
}
return true;
}
InvalidatePathCache();
return false;
}
private Vector3 ConfinePoint(Vector3 camPos)
{
// 3D version
if (m_ConfineMode == Mode.Confine3D)
return m_BoundingVolume.ClosestPoint(camPos) - camPos;
// 2D version
if (m_BoundingShape2D.OverlapPoint(camPos))
return Vector3.zero;
// Find the nearest point on the shape's boundary
if (!ValidatePathCache())
return Vector3.zero;
Vector2 p = camPos;
Vector2 closest = p;
float bestDistance = float.MaxValue;
for (int i = 0; i < m_pathCache.Count; ++i)
{
int numPoints = m_pathCache[i].Count;
if (numPoints > 0)
{
Vector2 v0 = m_BoundingShape2D.transform.TransformPoint(m_pathCache[i][numPoints-1]);
for (int j = 0; j < numPoints; ++j)
{
Vector2 v = m_BoundingShape2D.transform.TransformPoint(m_pathCache[i][j]);
Vector2 c = Vector2.Lerp(v0, v, p.ClosestPointOnSegment(v0, v));
float d = Vector2.SqrMagnitude(p - c);
if (d < bestDistance)
{
bestDistance = d;
closest = c;
}
v0 = v;
}
}
}
return closest - p;
}
// Camera must be orthographic
private Vector3 ConfineScreenEdges(CinemachineVirtualCameraBase vcam, ref CameraState state)
{
Quaternion rot = Quaternion.Inverse(state.CorrectedOrientation);
float dy = state.Lens.OrthographicSize;
float dx = dy * state.Lens.Aspect;
Vector3 vx = (rot * Vector3.right) * dx;
Vector3 vy = (rot * Vector3.up) * dy;
Vector3 displacement = Vector3.zero;
Vector3 camPos = state.CorrectedPosition;
const int kMaxIter = 12;
for (int i = 0; i < kMaxIter; ++i)
{
Vector3 d = ConfinePoint((camPos - vy) - vx);
if (d.AlmostZero())
d = ConfinePoint((camPos - vy) + vx);
if (d.AlmostZero())
d = ConfinePoint((camPos + vy) - vx);
if (d.AlmostZero())
d = ConfinePoint((camPos + vy) + vx);
if (d.AlmostZero())
break;
displacement += d;
camPos += d;
}
return displacement;
}
}
}