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using UnityEngine;
using UnityEngine.Serialization;
namespace Cinemachine
{
/// <summary>
/// As a part of the Cinemachine Pipeline implementing the Noise stage, this
/// component adds Perlin Noise to the Camera state, in the Correction
/// channel of the CameraState.
///
/// The noise is created by using a predefined noise profile asset. This defines the
/// shape of the noise over time. You can scale this in amplitude or in time, to produce
/// a large family of different noises using the same profile.
/// </summary>
/// <seealso cref="NoiseSettings"/>
[DocumentationSorting(8, DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
public class CinemachineBasicMultiChannelPerlin : CinemachineComponentBase
{
/// <summary>
/// Serialized property for referencing a NoiseSettings asset
/// </summary>
[HideInInspector]
[Tooltip("The asset containing the Noise Profile. Define the frequencies and amplitudes there to make a characteristic noise profile. Make your own or just use one of the many presets.")]
[FormerlySerializedAs("m_Definition")]
public NoiseSettings m_NoiseProfile;
/// <summary>
/// Gain to apply to the amplitudes defined in the settings asset.
/// </summary>
[Tooltip("Gain to apply to the amplitudes defined in the NoiseSettings asset. 1 is normal. Setting this to 0 completely mutes the noise.")]
public float m_AmplitudeGain = 1f;
/// <summary>
/// Scale factor to apply to the frequencies defined in the settings asset.
/// </summary>
[Tooltip("Scale factor to apply to the frequencies defined in the NoiseSettings asset. 1 is normal. Larger magnitudes will make the noise shake more rapidly.")]
public float m_FrequencyGain = 1f;
/// <summary>True if the component is valid, i.e. it has a noise definition and is enabled.</summary>
public override bool IsValid { get { return enabled && m_NoiseProfile != null; } }
/// <summary>Get the Cinemachine Pipeline stage that this component implements.
/// Always returns the Noise stage</summary>
public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Noise; } }
/// <summary>Applies noise to the Correction channel of the CameraState if the
/// delta time is greater than 0. Otherwise, does nothing.</summary>
/// <param name="curState">The current camera state</param>
/// <param name="deltaTime">How much to advance the perlin noise generator.
/// Noise is only applied if this value is greater than or equal to 0</param>
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (!IsValid || deltaTime < 0)
return;
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineBasicMultiChannelPerlin.MutateCameraState");
if (!mInitialized)
Initialize();
mNoiseTime += deltaTime * m_FrequencyGain;
curState.PositionCorrection += curState.CorrectedOrientation * GetCombinedFilterResults(
m_NoiseProfile.PositionNoise, mNoiseTime, mNoiseOffsets) * m_AmplitudeGain;
Quaternion rotNoise = Quaternion.Euler(GetCombinedFilterResults(
m_NoiseProfile.OrientationNoise, mNoiseTime, mNoiseOffsets) * m_AmplitudeGain);
curState.OrientationCorrection = curState.OrientationCorrection * rotNoise;
//UnityEngine.Profiling.Profiler.EndSample();
}
private bool mInitialized = false;
private float mNoiseTime = 0;
private Vector3 mNoiseOffsets = Vector3.zero;
void Initialize()
{
mInitialized = true;
mNoiseTime = 0;
mNoiseOffsets = new Vector3(
UnityEngine.Random.Range(-10000f, 10000f),
UnityEngine.Random.Range(-10000f, 10000f),
UnityEngine.Random.Range(-10000f, 10000f));
}
static Vector3 GetCombinedFilterResults(
NoiseSettings.TransformNoiseParams[] noiseParams, float time, Vector3 noiseOffsets)
{
float xPos = 0f;
float yPos = 0f;
float zPos = 0f;
if (noiseParams != null)
{
for (int i = 0; i < noiseParams.Length; ++i)
{
NoiseSettings.TransformNoiseParams param = noiseParams[i];
Vector3 timeVal = new Vector3(param.X.Frequency, param.Y.Frequency, param.Z.Frequency) * time;
timeVal += noiseOffsets;
Vector3 noise = new Vector3(
Mathf.PerlinNoise(timeVal.x, 0f) - 0.5f,
Mathf.PerlinNoise(timeVal.y, 0f) - 0.5f,
Mathf.PerlinNoise(timeVal.z, 0f) - 0.5f);
xPos += noise.x * param.X.Amplitude;
yPos += noise.y * param.Y.Amplitude;
zPos += noise.z * param.Z.Amplitude;
}
}
return new Vector3(xPos, yPos, zPos);
}
}
}