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using UnityEngine;
using Cinemachine.Utility;
using UnityEngine.Serialization;
using System;
namespace Cinemachine
{
/// <summary>
/// A Cinemachine Camera geared towards a 3rd person camera experience.
/// The camera orbits around its subject with three separate camera rigs defining
/// rings around the target. Each rig has its own radius, height offset, composer,
/// and lens settings.
/// Depending on the camera's position along the spline connecting these three rigs,
/// these settings are interpolated to give the final camera position and state.
/// </summary>
[DocumentationSorting(11, DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineFreeLook")]
public class CinemachineFreeLook : CinemachineVirtualCameraBase
{
/// <summary>Object for the camera children to look at (the aim target)</summary>
[Tooltip("Object for the camera children to look at (the aim target).")]
[NoSaveDuringPlay]
public Transform m_LookAt = null;
/// <summary>Object for the camera children wants to move with (the body target)</summary>
[Tooltip("Object for the camera children wants to move with (the body target).")]
[NoSaveDuringPlay]
public Transform m_Follow = null;
/// <summary>If enabled, this lens setting will apply to all three child rigs, otherwise the child rig lens settings will be used</summary>
[Tooltip("If enabled, this lens setting will apply to all three child rigs, otherwise the child rig lens settings will be used")]
[FormerlySerializedAs("m_UseCommonLensSetting")]
public bool m_CommonLens = true;
/// <summary>Specifies the lens properties of this Virtual Camera.
/// This generally mirrors the Unity Camera's lens settings, and will be used to drive
/// the Unity camera when the vcam is active</summary>
[FormerlySerializedAs("m_LensAttributes")]
[Tooltip("Specifies the lens properties of this Virtual Camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active")]
[LensSettingsProperty]
public LensSettings m_Lens = LensSettings.Default;
/// <summary>The Vertical axis. Value is 0..1. Chooses how to blend the child rigs</summary>
[Header("Axis Control")]
[Tooltip("The Vertical axis. Value is 0..1. Chooses how to blend the child rigs")]
public AxisState m_YAxis = new AxisState(2f, 0.2f, 0.1f, 0.5f, "Mouse Y", false);
/// <summary>The Horizontal axis. Value is 0..359. This is passed on to the rigs' OrbitalTransposer component</summary>
[Tooltip("The Horizontal axis. Value is 0..359. This is passed on to the rigs' OrbitalTransposer component")]
public AxisState m_XAxis = new AxisState(300f, 0.1f, 0.1f, 0f, "Mouse X", true);
/// <summary>The definition of Forward. Camera will follow behind</summary>
[Tooltip("The definition of Forward. Camera will follow behind.")]
public CinemachineOrbitalTransposer.Heading m_Heading
= new CinemachineOrbitalTransposer.Heading(
CinemachineOrbitalTransposer.Heading.HeadingDefinition.TargetForward, 4, 0);
/// <summary>Controls how automatic recentering of the X axis is accomplished</summary>
[Tooltip("Controls how automatic recentering of the X axis is accomplished")]
public CinemachineOrbitalTransposer.Recentering m_RecenterToTargetHeading
= new CinemachineOrbitalTransposer.Recentering(false, 1, 2);
/// <summary>The coordinate space to use when interpreting the offset from the target</summary>
[Header("Orbits")]
[Tooltip("The coordinate space to use when interpreting the offset from the target. This is also used to set the camera's Up vector, which will be maintained when aiming the camera.")]
public CinemachineOrbitalTransposer.BindingMode m_BindingMode
= CinemachineOrbitalTransposer.BindingMode.SimpleFollowWithWorldUp;
/// <summary></summary>
[Tooltip("Controls how taut is the line that connects the rigs' orbits, which determines final placement on the Y axis")]
[Range(0f, 1f)]
[FormerlySerializedAs("m_SplineTension")]
public float m_SplineCurvature = 0.2f;
/// <summary>Defines the height and radius of the Rig orbit</summary>
[Serializable]
public struct Orbit
{
/// <summary>Height relative to target</summary>
public float m_Height;
/// <summary>Radius of orbit</summary>
public float m_Radius;
/// <summary>Constructor with specific values</summary>
public Orbit(float h, float r) { m_Height = h; m_Radius = r; }
}
/// <summary>The radius and height of the three orbiting rigs</summary>
[Tooltip("The radius and height of the three orbiting rigs.")]
public Orbit[] m_Orbits = new Orbit[3]
{
// These are the default orbits
new Orbit(4.5f, 1.75f),
new Orbit(2.5f, 3f),
new Orbit(0.4f, 1.3f)
};
// Legacy support
[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeadingBias")]
private float m_LegacyHeadingBias = float.MaxValue;
bool mUseLegacyRigDefinitions = false;
/// <summary>Enforce bounds for fields, when changed in inspector.</summary>
protected override void OnValidate()
{
base.OnValidate();
// Upgrade after a legacy deserialize
if (m_LegacyHeadingBias != float.MaxValue)
{
m_Heading.m_HeadingBias = m_LegacyHeadingBias;
m_LegacyHeadingBias = float.MaxValue;
m_RecenterToTargetHeading.LegacyUpgrade(
ref m_Heading.m_HeadingDefinition, ref m_Heading.m_VelocityFilterStrength);
mUseLegacyRigDefinitions = true;
}
m_YAxis.Validate();
m_XAxis.Validate();
m_RecenterToTargetHeading.Validate();
m_Lens.Validate();
InvalidateRigCache();
}
/// <summary>Get a child rig</summary>
/// <param name="i">Rig index. Can be 0, 1, or 2</param>
/// <returns>The rig, or null if index is bad.</returns>
public CinemachineVirtualCamera GetRig(int i)
{
UpdateRigCache();
return (i < 0 || i > 2) ? null : m_Rigs[i];
}
/// <summary>Names of the 3 child rigs</summary>
public static string[] RigNames { get { return new string[] { "TopRig", "MiddleRig", "BottomRig" }; } }
bool mIsDestroyed = false;
/// <summary>Updates the child rig cache</summary>
protected override void OnEnable()
{
mIsDestroyed = false;
base.OnEnable();
InvalidateRigCache();
}
/// <summary>Makes sure that the child rigs get destroyed in an undo-firndly manner.
/// Invalidates the rig cache.</summary>
protected override void OnDestroy()
{
// Make the rigs visible instead of destroying - this is to keep Undo happy
if (m_Rigs != null)
foreach (var rig in m_Rigs)
if (rig != null && rig.gameObject != null)
rig.gameObject.hideFlags
&= ~(HideFlags.HideInHierarchy | HideFlags.HideInInspector);
mIsDestroyed = true;
base.OnDestroy();
}
/// <summary>Invalidates the rig cache</summary>
void OnTransformChildrenChanged()
{
InvalidateRigCache();
}
void Reset()
{
DestroyRigs();
}
/// <summary>The cacmera state, which will be a blend of the child rig states</summary>
override public CameraState State { get { return m_State; } }
/// <summary>Get the current LookAt target. Returns parent's LookAt if parent
/// is non-null and no specific LookAt defined for this camera</summary>
override public Transform LookAt
{
get { return ResolveLookAt(m_LookAt); }
set { m_LookAt = value; }
}
/// <summary>Get the current Follow target. Returns parent's Follow if parent
/// is non-null and no specific Follow defined for this camera</summary>
override public Transform Follow
{
get { return ResolveFollow(m_Follow); }
set { m_Follow = value; }
}
/// <summary>Returns the rig with the greatest weight</summary>
public override ICinemachineCamera LiveChildOrSelf
{
get
{
// Do not update the rig cache here or there will be infinite loop at creation time
if (m_Rigs == null || m_Rigs.Length != 3)
return this;
if (m_YAxis.Value < 0.33f)
return m_Rigs[2];
if (m_YAxis.Value > 0.66f)
return m_Rigs[0];
return m_Rigs[1];
}
}
/// <summary>Check whether the vcam a live child of this camera.
/// Returns true if the child is currently contributing actively to the camera state.</summary>
/// <param name="vcam">The Virtual Camera to check</param>
/// <returns>True if the vcam is currently actively influencing the state of this vcam</returns>
public override bool IsLiveChild(ICinemachineCamera vcam)
{
// Do not update the rig cache here or there will be infinite loop at creation time
if (m_Rigs == null || m_Rigs.Length != 3)
return false;
if (m_YAxis.Value < 0.33f)
return vcam == (ICinemachineCamera)m_Rigs[2];
if (m_YAxis.Value > 0.66f)
return vcam == (ICinemachineCamera)m_Rigs[0];
return vcam == (ICinemachineCamera)m_Rigs[1];
}
/// <summary>Remove a Pipeline stage hook callback.
/// Make sure it is removed from all the children.</summary>
/// <param name="d">The delegate to remove.</param>
public override void RemovePostPipelineStageHook(OnPostPipelineStageDelegate d)
{
base.RemovePostPipelineStageHook(d);
UpdateRigCache();
if (m_Rigs != null)
foreach (var vcam in m_Rigs)
if (vcam != null)
vcam.RemovePostPipelineStageHook(d);
}
/// <summary>Called by CinemachineCore at designated update time
/// so the vcam can position itself and track its targets. All 3 child rigs are updated,
/// and a blend calculated, depending on the value of the Y axis.</summary>
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than 0)</param>
override public void UpdateCameraState(Vector3 worldUp, float deltaTime)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.UpdateCameraState");
if (!PreviousStateIsValid)
deltaTime = -1;
UpdateRigCache();
// Reset the base camera state, in case the game object got moved in the editor
if (deltaTime < 0)
m_State = PullStateFromVirtualCamera(worldUp); // Not in gameplay
// Update the current state by invoking the component pipeline
m_State = CalculateNewState(worldUp, deltaTime);
// Push the raw position back to the game object's transform, so it
// moves along with the camera. Leave the orientation alone, because it
// screws up camera dragging when there is a LookAt behaviour.
if (Follow != null)
{
Vector3 delta = State.RawPosition - transform.position;
transform.position = State.RawPosition;
m_Rigs[0].transform.position -= delta;
m_Rigs[1].transform.position -= delta;
m_Rigs[2].transform.position -= delta;
}
PreviousStateIsValid = true;
// Set up for next frame
bool activeCam = (deltaTime >= 0) || CinemachineCore.Instance.IsLive(this);
if (activeCam)
m_YAxis.Update(deltaTime);
PushSettingsToRigs();
//UnityEngine.Profiling.Profiler.EndSample();
}
/// <summary>If we are transitioning from another FreeLook, grab the axis values from it.</summary>
/// <param name="fromCam">The camera being deactivated. May be null.</param>
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
public override void OnTransitionFromCamera(
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
{
base.OnTransitionFromCamera(fromCam, worldUp, deltaTime);
if ((fromCam != null) && (fromCam is CinemachineFreeLook))
{
CinemachineFreeLook freeLookFrom = fromCam as CinemachineFreeLook;
if (freeLookFrom.Follow == Follow)
{
m_XAxis.Value = freeLookFrom.m_XAxis.Value;
m_YAxis.Value = freeLookFrom.m_YAxis.Value;
UpdateCameraState(worldUp, deltaTime);
}
}
}
CameraState m_State = CameraState.Default; // Current state this frame
/// Serialized in order to support copy/paste
[SerializeField][HideInInspector][NoSaveDuringPlay] private CinemachineVirtualCamera[] m_Rigs
= new CinemachineVirtualCamera[3];
void InvalidateRigCache() { mOrbitals = null; }
CinemachineOrbitalTransposer[] mOrbitals = null;
CinemachineBlend mBlendA;
CinemachineBlend mBlendB;
/// <summary>
/// Override component pipeline creation.
/// This needs to be done by the editor to support Undo.
/// The override must do exactly the same thing as the CreatePipeline method in this class.
/// </summary>
public static CreateRigDelegate CreateRigOverride;
/// <summary>
/// Override component pipeline creation.
/// This needs to be done by the editor to support Undo.
/// The override must do exactly the same thing as the CreatePipeline method in this class.
/// </summary>
public delegate CinemachineVirtualCamera CreateRigDelegate(
CinemachineFreeLook vcam, string name, CinemachineVirtualCamera copyFrom);
/// <summary>
/// Override component pipeline destruction.
/// This needs to be done by the editor to support Undo.
/// </summary>
public static DestroyRigDelegate DestroyRigOverride;
/// <summary>
/// Override component pipeline destruction.
/// This needs to be done by the editor to support Undo.
/// </summary>
public delegate void DestroyRigDelegate(GameObject rig);
private void DestroyRigs()
{
CinemachineVirtualCamera[] oldRigs = new CinemachineVirtualCamera[RigNames.Length];
for (int i = 0; i < RigNames.Length; ++i)
{
foreach (Transform child in transform)
if (child.gameObject.name == RigNames[i])
oldRigs[i] = child.GetComponent<CinemachineVirtualCamera>();
}
for (int i = 0; i < oldRigs.Length; ++i)
{
if (oldRigs[i] != null)
{
if (DestroyRigOverride != null)
DestroyRigOverride(oldRigs[i].gameObject);
else
Destroy(oldRigs[i].gameObject);
}
}
m_Rigs = null;
mOrbitals = null;
}
private CinemachineVirtualCamera[] CreateRigs(CinemachineVirtualCamera[] copyFrom)
{
// Invalidate the cache
mOrbitals = null;
float[] softCenterDefaultsV = new float[] { 0.5f, 0.55f, 0.6f };
CinemachineVirtualCamera[] newRigs = new CinemachineVirtualCamera[3];
for (int i = 0; i < RigNames.Length; ++i)
{
CinemachineVirtualCamera src = null;
if (copyFrom != null && copyFrom.Length > i)
src = copyFrom[i];
if (CreateRigOverride != null)
newRigs[i] = CreateRigOverride(this, RigNames[i], src);
else
{
// Create a new rig with default components
GameObject go = new GameObject(RigNames[i]);
go.transform.parent = transform;
newRigs[i] = go.AddComponent<CinemachineVirtualCamera>();
if (src != null)
ReflectionHelpers.CopyFields(src, newRigs[i]);
else
{
go = newRigs[i].GetComponentOwner().gameObject;
go.AddComponent<CinemachineOrbitalTransposer>();
go.AddComponent<CinemachineComposer>();
}
}
// Set up the defaults
newRigs[i].InvalidateComponentPipeline();
CinemachineOrbitalTransposer orbital = newRigs[i].GetCinemachineComponent<CinemachineOrbitalTransposer>();
if (orbital == null)
orbital = newRigs[i].AddCinemachineComponent<CinemachineOrbitalTransposer>(); // should not happen
if (src == null)
{
// Only set defaults if not copying
orbital.m_YawDamping = 0;
CinemachineComposer composer = newRigs[i].GetCinemachineComponent<CinemachineComposer>();
if (composer != null)
{
composer.m_HorizontalDamping = composer.m_VerticalDamping = 0;
composer.m_ScreenX = 0.5f;
composer.m_ScreenY = softCenterDefaultsV[i];
composer.m_DeadZoneWidth = composer.m_DeadZoneHeight = 0.1f;
composer.m_SoftZoneWidth = composer.m_SoftZoneHeight = 0.8f;
composer.m_BiasX = composer.m_BiasY = 0;
}
}
}
return newRigs;
}
private void UpdateRigCache()
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.UpdateRigCache");
if (mIsDestroyed)
{
//UnityEngine.Profiling.Profiler.EndSample();
return;
}
// Special condition: Did we just get copy/pasted?
if (m_Rigs != null && m_Rigs.Length == 3 && m_Rigs[0] != null && m_Rigs[0].transform.parent != transform)
{
DestroyRigs();
m_Rigs = CreateRigs(m_Rigs);
}
// Early out if we're up to date
if (mOrbitals != null && mOrbitals.Length == 3)
{
//UnityEngine.Profiling.Profiler.EndSample();
return;
}
// Locate existing rigs, and recreate them if any are missing
if (LocateExistingRigs(RigNames, false) != 3)
{
DestroyRigs();
m_Rigs = CreateRigs(null);
LocateExistingRigs(RigNames, true);
}
foreach (var rig in m_Rigs)
{
// Configure the UI
rig.m_ExcludedPropertiesInInspector = m_CommonLens
? new string[] { "m_Script", "Header", "Extensions", "m_Priority", "m_Follow", "m_Lens" }
: new string[] { "m_Script", "Header", "Extensions", "m_Priority", "m_Follow" };
rig.m_LockStageInInspector = new CinemachineCore.Stage[] { CinemachineCore.Stage.Body };
}
// Create the blend objects
mBlendA = new CinemachineBlend(m_Rigs[1], m_Rigs[0], AnimationCurve.Linear(0, 0, 1, 1), 1, 0);
mBlendB = new CinemachineBlend(m_Rigs[2], m_Rigs[1], AnimationCurve.Linear(0, 0, 1, 1), 1, 0);
// Horizontal rotation clamped to [0,360] (with wraparound)
m_XAxis.SetThresholds(0f, 360f, true);
// Vertical rotation cleamped to [0,1] as it is a t-value for the
// catmull-rom spline going through the 3 points on the rig
m_YAxis.SetThresholds(0f, 1f, false);
//UnityEngine.Profiling.Profiler.EndSample();
}
private int LocateExistingRigs(string[] rigNames, bool forceOrbital)
{
mOrbitals = new CinemachineOrbitalTransposer[rigNames.Length];
m_Rigs = new CinemachineVirtualCamera[rigNames.Length];
int rigsFound = 0;
foreach (Transform child in transform)
{
CinemachineVirtualCamera vcam = child.GetComponent<CinemachineVirtualCamera>();
if (vcam != null)
{
GameObject go = child.gameObject;
for (int i = 0; i < rigNames.Length; ++i)
{
if (mOrbitals[i] == null && go.name == rigNames[i])
{
// Must have an orbital transposer or it's no good
mOrbitals[i] = vcam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
if (mOrbitals[i] == null && forceOrbital)
mOrbitals[i] = vcam.AddCinemachineComponent<CinemachineOrbitalTransposer>();
if (mOrbitals[i] != null)
{
mOrbitals[i].m_HeadingIsSlave = true;
if (i == 0)
mOrbitals[i].HeadingUpdater
= (CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up)
=> { return orbital.UpdateHeading(deltaTime, up, ref m_XAxis); };
m_Rigs[i] = vcam;
++rigsFound;
}
}
}
}
}
return rigsFound;
}
void PushSettingsToRigs()
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs");
UpdateRigCache();
for (int i = 0; i < m_Rigs.Length; ++i)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.m_Rigs[i] == null");
if (m_Rigs[i] == null)
{
//UnityEngine.Profiling.Profiler.EndSample();
continue;
}
//UnityEngine.Profiling.Profiler.EndSample();
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.m_CommonLens");
if (m_CommonLens)
m_Rigs[i].m_Lens = m_Lens;
//UnityEngine.Profiling.Profiler.EndSample();
// If we just deserialized from a legacy version,
// pull the orbits and targets from the rigs
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.mUseLegacyRigDefinitions");
if (mUseLegacyRigDefinitions)
{
mUseLegacyRigDefinitions = false;
m_Orbits[i].m_Height = mOrbitals[i].m_FollowOffset.y;
m_Orbits[i].m_Radius = -mOrbitals[i].m_FollowOffset.z;
if (m_Rigs[i].Follow != null)
Follow = m_Rigs[i].Follow;
}
m_Rigs[i].Follow = null;
//UnityEngine.Profiling.Profiler.EndSample();
// Hide the rigs from prying eyes
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.Hide the rigs");
if (CinemachineCore.sShowHiddenObjects)
m_Rigs[i].gameObject.hideFlags
&= ~(HideFlags.HideInHierarchy | HideFlags.HideInInspector);
else
m_Rigs[i].gameObject.hideFlags
|= (HideFlags.HideInHierarchy | HideFlags.HideInInspector);
//UnityEngine.Profiling.Profiler.EndSample();
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.Push");
mOrbitals[i].m_FollowOffset = GetLocalPositionForCameraFromInput(m_YAxis.Value);
mOrbitals[i].m_BindingMode = m_BindingMode;
mOrbitals[i].m_Heading = m_Heading;
mOrbitals[i].m_XAxis = m_XAxis;
mOrbitals[i].m_RecenterToTargetHeading = m_RecenterToTargetHeading;
if (i > 0)
mOrbitals[i].m_RecenterToTargetHeading.m_enabled = false;
// Hack to get SimpleFollow with heterogeneous dampings to work
if (m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp)
m_Rigs[i].SetStateRawPosition(State.RawPosition);
//UnityEngine.Profiling.Profiler.EndSample();
}
//UnityEngine.Profiling.Profiler.EndSample();
}
private CameraState CalculateNewState(Vector3 worldUp, float deltaTime)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.CalculateNewState");
CameraState state = PullStateFromVirtualCamera(worldUp);
// Blend from the appropriate rigs
float t = m_YAxis.Value;
if (t > 0.5f)
{
if (mBlendA != null)
{
mBlendA.TimeInBlend = (t - 0.5f) * 2f;
mBlendA.UpdateCameraState(worldUp, deltaTime);
state = mBlendA.State;
}
}
else
{
if (mBlendB != null)
{
mBlendB.TimeInBlend = t * 2f;
mBlendB.UpdateCameraState(worldUp, deltaTime);
state = mBlendB.State;
}
}
//UnityEngine.Profiling.Profiler.EndSample();
return state;
}
private CameraState PullStateFromVirtualCamera(Vector3 worldUp)
{
CameraState state = CameraState.Default;
state.RawPosition = transform.position;
state.RawOrientation = transform.rotation;
state.ReferenceUp = worldUp;
CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(this);
m_Lens.Aspect = brain != null ? brain.OutputCamera.aspect : 1;
m_Lens.Orthographic = brain != null ? brain.OutputCamera.orthographic : false;
state.Lens = m_Lens;
return state;
}
/// <summary>
/// Returns the local position of the camera along the spline used to connect the
/// three camera rigs. Does not take into account the current heading of the
/// camera (or its target)
/// </summary>
/// <param name="t">The t-value for the camera on its spline. Internally clamped to
/// the value [0,1]</param>
/// <returns>The local offset (back + up) of the camera WRT its target based on the
/// supplied t-value</returns>
public Vector3 GetLocalPositionForCameraFromInput(float t)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.GetLocalPositionForCameraFromInput");
if (mOrbitals == null)
{
//UnityEngine.Profiling.Profiler.EndSample();
return Vector3.zero;
}
UpdateCachedSpline();
int n = 1;
if (t > 0.5f)
{
t -= 0.5f;
n = 2;
}
//UnityEngine.Profiling.Profiler.EndSample();
return SplineHelpers.Bezier3(
t * 2f, m_CachedKnots[n], m_CachedCtrl1[n], m_CachedCtrl2[n], m_CachedKnots[n+1]);
}
Orbit[] m_CachedOrbits;
float m_CachedTension;
Vector4[] m_CachedKnots;
Vector4[] m_CachedCtrl1;
Vector4[] m_CachedCtrl2;
void UpdateCachedSpline()
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.UpdateCachedSpline");
bool cacheIsValid = (m_CachedOrbits != null && m_CachedTension == m_SplineCurvature);
for (int i = 0; i < 3 && cacheIsValid; ++i)
cacheIsValid = (m_CachedOrbits[i].m_Height == m_Orbits[i].m_Height
&& m_CachedOrbits[i].m_Radius == m_Orbits[i].m_Radius);
if (!cacheIsValid)
{
float t = m_SplineCurvature;
m_CachedKnots = new Vector4[5];
m_CachedCtrl1 = new Vector4[5];
m_CachedCtrl2 = new Vector4[5];
m_CachedKnots[1] = new Vector4(0, m_Orbits[2].m_Height, -m_Orbits[2].m_Radius, 0);
m_CachedKnots[2] = new Vector4(0, m_Orbits[1].m_Height, -m_Orbits[1].m_Radius, 0);
m_CachedKnots[3] = new Vector4(0, m_Orbits[0].m_Height, -m_Orbits[0].m_Radius, 0);
m_CachedKnots[0] = Vector4.Lerp(m_CachedKnots[1], Vector4.zero, t);
m_CachedKnots[4] = Vector4.Lerp(m_CachedKnots[3], Vector4.zero, t);
SplineHelpers.ComputeSmoothControlPoints(
ref m_CachedKnots, ref m_CachedCtrl1, ref m_CachedCtrl2);
m_CachedOrbits = new Orbit[3];
for (int i = 0; i < 3; ++i)
m_CachedOrbits[i] = m_Orbits[i];
m_CachedTension = m_SplineCurvature;
}
//UnityEngine.Profiling.Profiler.EndSample();
}
}
}