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310 行
16 KiB
310 行
16 KiB
using Cinemachine.Utility;
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using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// This is a CinemachineComponent in the Body section of the component pipeline.
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/// Its job is to position the camera in a fixed relationship to the vcam's Follow
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/// target object, with offsets and damping.
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///
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/// The Tansposer will only change the camera's position in space. It will not
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/// re-orient or otherwise aim the camera. To to that, you need to instruct
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/// the vcam in the Aim section of its pipeline.
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/// </summary>
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[DocumentationSorting(5, DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("")] // Don't display in add component menu
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[RequireComponent(typeof(CinemachinePipeline))]
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[SaveDuringPlay]
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public class CinemachineTransposer : CinemachineComponentBase
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{
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/// <summary>
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/// The coordinate space to use when interpreting the offset from the target
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/// </summary>
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[DocumentationSorting(5.01f, DocumentationSortingAttribute.Level.UserRef)]
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public enum BindingMode
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{
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/// <summary>
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/// Camera will be bound to the Follow target using a frame of reference consisting
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/// of the target's local frame at the moment when the virtual camera was enabled,
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/// or when the target was assigned.
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/// </summary>
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LockToTargetOnAssign = 0,
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/// <summary>
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/// Camera will be bound to the Follow target using a frame of reference consisting
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/// of the target's local frame, with the tilt and roll zeroed out.
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/// </summary>
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LockToTargetWithWorldUp = 1,
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/// <summary>
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/// Camera will be bound to the Follow target using a frame of reference consisting
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/// of the target's local frame, with the roll zeroed out.
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/// </summary>
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LockToTargetNoRoll = 2,
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/// <summary>
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/// Camera will be bound to the Follow target using the target's local frame.
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/// </summary>
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LockToTarget = 3,
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/// <summary>Camera will be bound to the Follow target using a world space offset.</summary>
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WorldSpace = 4,
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/// <summary>Offsets will be calculated relative to the target, using Camera-local axes</summary>
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SimpleFollowWithWorldUp = 5
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}
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/// <summary>The coordinate space to use when interpreting the offset from the target</summary>
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[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.")]
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public BindingMode m_BindingMode = BindingMode.LockToTargetWithWorldUp;
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/// <summary>The distance which the transposer will attempt to maintain from the transposer subject</summary>
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[Tooltip("The distance vector that the transposer will attempt to maintain from the Follow target")]
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public Vector3 m_FollowOffset = Vector3.back * 10f;
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/// <summary>How aggressively the camera tries to maintain the offset in the X-axis.
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/// Small numbers are more responsive, rapidly translating the camera to keep the target's
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/// x-axis offset. Larger numbers give a more heavy slowly responding camera.
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/// Using different settings per axis can yield a wide range of camera behaviors</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to maintain the offset in the X-axis. 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.")]
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public float m_XDamping = 1f;
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/// <summary>How aggressively the camera tries to maintain the offset in the Y-axis.
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/// Small numbers are more responsive, rapidly translating the camera to keep the target's
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/// y-axis offset. Larger numbers give a more heavy slowly responding camera.
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/// Using different settings per axis can yield a wide range of camera behaviors</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to maintain the offset in the Y-axis. 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.")]
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public float m_YDamping = 1f;
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/// <summary>How aggressively the camera tries to maintain the offset in the Z-axis.
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/// Small numbers are more responsive, rapidly translating the camera to keep the
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/// target's z-axis offset. Larger numbers give a more heavy slowly responding camera.
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/// Using different settings per axis can yield a wide range of camera behaviors</summary>
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[Range(0f, 20f)]
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[Tooltip("How aggressively the camera tries to maintain the offset in the Z-axis. 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.")]
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public float m_ZDamping = 1f;
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/// <summary>How aggressively the camera tries to track the target rotation's X angle.
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/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
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[Range(0f, 20f)]
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[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.")]
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public float m_PitchDamping = 0;
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/// <summary>How aggressively the camera tries to track the target rotation's Y angle.
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/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
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[Range(0f, 20f)]
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[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.")]
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public float m_YawDamping = 0;
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/// <summary>How aggressively the camera tries to track the target rotation's Z angle.
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/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
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[Range(0f, 20f)]
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[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.")]
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public float m_RollDamping = 0f;
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protected virtual void OnValidate()
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{
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m_FollowOffset = EffectiveOffset;
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}
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/// <summary>Get the target offset, with sanitization</summary>
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protected Vector3 EffectiveOffset
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{
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get
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{
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Vector3 offset = m_FollowOffset;
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if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
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{
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offset.x = 0;
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offset.z = -Mathf.Abs(offset.z);
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}
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return offset;
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}
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}
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/// <summary>True if component is enabled and has a valid Follow target</summary>
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public override bool IsValid { get { return enabled && FollowTarget != null; } }
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/// <summary>Get the Cinemachine Pipeline stage that this component implements.
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/// Always returns the Body stage</summary>
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public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Body; } }
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/// <summary>Positions the virtual camera according to the transposer rules.</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachineTransposer.MutateCameraState");
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InitPrevFrameStateInfo(ref curState, deltaTime);
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if (IsValid)
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{
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Vector3 pos;
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Quaternion orient;
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Vector3 offset = EffectiveOffset;
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TrackTarget(deltaTime, curState.ReferenceUp, offset, out pos, out orient);
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curState.RawPosition = pos + orient * offset;
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curState.ReferenceUp = orient * Vector3.up;
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}
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//UnityEngine.Profiling.Profiler.EndSample();
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}
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/// <summary>API for the editor, to process a position drag from the user.
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/// This implementation adds the delta to the follow offset.</summary>
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/// <param name="delta">The amount dragged this frame</param>
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public override void OnPositionDragged(Vector3 delta)
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{
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Quaternion targetOrientation = GetReferenceOrientation(VcamState.ReferenceUp);
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Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta;
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m_FollowOffset += localOffset;
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m_FollowOffset = EffectiveOffset;
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}
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/// <summary>Initializes the state for previous frame if appropriate.</summary>
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protected void InitPrevFrameStateInfo(
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ref CameraState curState, float deltaTime)
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{
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if (m_previousTarget != FollowTarget || deltaTime < 0)
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{
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m_previousTarget = FollowTarget;
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m_targetOrientationOnAssign
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= (m_previousTarget == null) ? Quaternion.identity : FollowTarget.rotation;
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}
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if (deltaTime < 0)
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{
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m_PreviousTargetPosition = curState.RawPosition;
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m_PreviousReferenceOrientation = GetReferenceOrientation(curState.ReferenceUp);
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}
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}
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/// <summary>Positions the virtual camera according to the transposer rules.</summary>
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/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
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/// <param name="up">Current camera up</param>
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/// <param name="desiredCameraOffset">Where we want to put the camera relative to the follow target</param>
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/// <param name="outTargetPosition">Resulting camera position</param>
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/// <param name="outTargetOrient">Damped target orientation</param>
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protected void TrackTarget(
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float deltaTime, Vector3 up, Vector3 desiredCameraOffset,
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out Vector3 outTargetPosition, out Quaternion outTargetOrient)
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{
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Quaternion targetOrientation = GetReferenceOrientation(up);
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Quaternion dampedOrientation = targetOrientation;
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if (deltaTime >= 0)
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{
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Vector3 relative = (Quaternion.Inverse(m_PreviousReferenceOrientation)
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* targetOrientation).eulerAngles;
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for (int i = 0; i < 3; ++i)
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if (relative[i] > 180)
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relative[i] -= 360;
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relative = Damper.Damp(relative, AngularDamping, deltaTime);
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dampedOrientation = m_PreviousReferenceOrientation * Quaternion.Euler(relative);
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}
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m_PreviousReferenceOrientation = dampedOrientation;
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Vector3 targetPosition = FollowTarget.position;
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Vector3 currentPosition = m_PreviousTargetPosition;
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Vector3 worldOffset = targetPosition - currentPosition;
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// Adjust for damping, which is done in camera-offset-local coords
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if (deltaTime >= 0)
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{
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Quaternion dampingSpace;
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if (desiredCameraOffset.AlmostZero())
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dampingSpace = VcamState.RawOrientation;
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else
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dampingSpace = Quaternion.LookRotation(dampedOrientation * desiredCameraOffset.normalized, up);
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Vector3 localOffset = Quaternion.Inverse(dampingSpace) * worldOffset;
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localOffset = Damper.Damp(localOffset, Damping, deltaTime);
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worldOffset = dampingSpace * localOffset;
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}
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outTargetPosition = m_PreviousTargetPosition = currentPosition + worldOffset;
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outTargetOrient = dampedOrientation;
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}
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/// <summary>
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/// Damping speeds for each of the 3 axes of the offset from target
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/// </summary>
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protected Vector3 Damping
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{
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get
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{
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switch (m_BindingMode)
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{
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case BindingMode.SimpleFollowWithWorldUp:
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return new Vector3(0, m_YDamping, m_ZDamping);
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default:
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return new Vector3(m_XDamping, m_YDamping, m_ZDamping);
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}
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}
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}
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/// <summary>
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/// Damping speeds for each of the 3 axes of the target's rotation
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/// </summary>
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protected Vector3 AngularDamping
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{
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get
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{
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switch (m_BindingMode)
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{
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case BindingMode.LockToTargetNoRoll:
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return new Vector3(m_PitchDamping, m_YawDamping, 0);
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case BindingMode.LockToTargetWithWorldUp:
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return new Vector3(0, m_YawDamping, 0);
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case BindingMode.LockToTargetOnAssign:
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case BindingMode.WorldSpace:
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case BindingMode.SimpleFollowWithWorldUp:
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return Vector3.zero;
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default:
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return new Vector3(m_PitchDamping, m_YawDamping, m_RollDamping);
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}
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}
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}
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/// <summary>Internal API for the Inspector Editor, so it can draw a marker at the target</summary>
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public Vector3 GeTargetCameraPosition(Vector3 worldUp)
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{
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if (!IsValid)
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return Vector3.zero;
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return FollowTarget.position + GetReferenceOrientation(worldUp) * EffectiveOffset;
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}
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/// <summary>State information for damping</summary>
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Vector3 m_PreviousTargetPosition = Vector3.zero;
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Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
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Quaternion m_targetOrientationOnAssign = Quaternion.identity;
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Transform m_previousTarget = null;
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/// <summary>Internal API for the Inspector Editor, so it can draw a marker at the target</summary>
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public Quaternion GetReferenceOrientation(Vector3 worldUp)
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{
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if (FollowTarget != null)
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{
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Quaternion targetOrientation = FollowTarget.rotation;
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switch (m_BindingMode)
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{
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case BindingMode.LockToTargetOnAssign:
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return m_targetOrientationOnAssign;
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case BindingMode.LockToTargetWithWorldUp:
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return Uppify(targetOrientation, worldUp);
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case BindingMode.LockToTargetNoRoll:
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return Quaternion.LookRotation(targetOrientation * Vector3.forward, worldUp);
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case BindingMode.LockToTarget:
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return targetOrientation;
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case BindingMode.SimpleFollowWithWorldUp:
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{
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Vector3 dir = FollowTarget.position - VcamState.RawPosition;
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if (dir.AlmostZero())
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break;
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return Uppify(Quaternion.LookRotation(dir, worldUp), worldUp);
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}
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default:
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break;
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}
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}
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return Quaternion.identity;
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}
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static Quaternion Uppify(Quaternion q, Vector3 up)
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{
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Quaternion r = Quaternion.FromToRotation(q * Vector3.up, up);
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return r * q;
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}
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}
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}
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