using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
///
/// An add-on module for Cm Camera that adjusts
/// the FOV of the lens to keep the target object at a constant size on the screen,
/// regardless of camera and target position.
///
[AddComponentMenu("Cinemachine/Procedural/Extensions/Cinemachine Follow Zoom")]
[SaveDuringPlay]
[ExecuteAlways]
[DisallowMultipleComponent]
[RequiredTarget(RequiredTargetAttribute.RequiredTargets.Tracking)]
[HelpURL(Documentation.BaseURL + "manual/CinemachineFollowZoom.html")]
public class CinemachineFollowZoom : CinemachineExtension
{
/// The shot width to maintain, in world units, at target distance.
/// FOV will be adjusted as far as possible to maintain this width at the
/// target distance from the camera.
[Tooltip("The shot width to maintain, in world units, at target distance.")]
[FormerlySerializedAs("m_Width")]
public float Width = 2f;
/// Increase this value to soften the aggressiveness of the follow-zoom.
/// Small numbers are more responsive, larger numbers give a more heavy slowly responding camera.
[Range(0f, 20f)]
[Tooltip("Increase this value to soften the aggressiveness of the follow-zoom. "
+ "Small numbers are more responsive, larger numbers give a more heavy slowly responding camera.")]
[FormerlySerializedAs("m_Damping")]
public float Damping = 1f;
/// Range for the FOV that this behaviour will generate.
[MinMaxRangeSlider(1f, 179f)]
[Tooltip("Range for the FOV that this behaviour will generate.")]
public Vector2 FovRange = new Vector2(3f, 60f);
void Reset()
{
Width = 2f;
Damping = 1f;
FovRange = new Vector2(3f, 60f);
}
void OnValidate()
{
Width = Mathf.Max(0, Width);
FovRange.y = Mathf.Clamp(FovRange.y, 1, 179);
FovRange.x = Mathf.Clamp(FovRange.x, 1, FovRange.y);
}
class VcamExtraState : VcamExtraStateBase
{
public float m_PreviousFrameZoom = 0;
}
///
/// Report maximum damping time needed for this component.
///
/// Highest damping setting in this component
public override float GetMaxDampTime() => Damping;
/// Callback to preform the zoom adjustment
/// The virtual camera being processed
/// The current pipeline stage
/// The current virtual camera state
/// The current applicable deltaTime
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
var extra = GetExtraState(vcam);
if (deltaTime < 0 || !vcam.PreviousStateIsValid)
extra.m_PreviousFrameZoom = state.Lens.FieldOfView;
// Set the zoom after the body has been positioned, but before the aim,
// so that composer can compose using the updated fov.
if (stage == CinemachineCore.Stage.Body)
{
// Try to reproduce the target width
var targetWidth = Mathf.Max(Width, 0);
var fov = 179f;
var d = Vector3.Distance(state.GetCorrectedPosition(), state.ReferenceLookAt);
if (d > UnityVectorExtensions.Epsilon)
{
// Clamp targetWidth to FOV min/max
var minW = d * 2f * Mathf.Tan(FovRange.x * Mathf.Deg2Rad / 2f);
var maxW = d * 2f * Mathf.Tan(FovRange.y * Mathf.Deg2Rad / 2f);
targetWidth = Mathf.Clamp(targetWidth, minW, maxW);
// Apply damping
if (deltaTime >= 0 && Damping > 0 && vcam.PreviousStateIsValid)
{
var currentWidth = d * 2f * Mathf.Tan(extra.m_PreviousFrameZoom * Mathf.Deg2Rad / 2f);
var delta = targetWidth - currentWidth;
delta = vcam.DetachedLookAtTargetDamp(delta, Damping, deltaTime);
targetWidth = currentWidth + delta;
}
fov = 2f * Mathf.Atan(targetWidth / (2 * d)) * Mathf.Rad2Deg;
}
var lens = state.Lens;
lens.FieldOfView = extra.m_PreviousFrameZoom = Mathf.Clamp(fov, FovRange.x, FovRange.y);
state.Lens = lens;
}
}
}
}