您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
113 行
5.3 KiB
113 行
5.3 KiB
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);
|
|
}
|
|
}
|
|
}
|