#if !CINEMACHINE_NO_CM2_SUPPORT
#if CINEMACHINE_PHYSICS || CINEMACHINE_PHYSICS_2D
using UnityEngine;
using System.Collections.Generic;
using System;
namespace Unity.Cinemachine
{
///
/// This is a deprecated component. Use CinemachineConfiner2D or CinemachineConfiner3D instead.
///
[Obsolete("CinemachineConfiner has been deprecated. Use CinemachineConfiner2D or CinemachineConfiner3D instead")]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
[ExecuteAlways]
[DisallowMultipleComponent]
public class CinemachineConfiner : CinemachineExtension
{
#if CINEMACHINE_PHYSICS && CINEMACHINE_PHYSICS_2D
/// The confiner can operate using a 2D bounding shape or a 3D bounding volume
public enum Mode
{
/// Use a 2D bounding shape, suitable for an orthographic camera
Confine2D,
/// Use a 3D bounding shape, suitable for perspective cameras
Confine3D
};
/// The confiner can operate using a 2D bounding shape or a 3D bounding volume
[Tooltip("The confiner can operate using a 2D bounding shape or a 3D bounding volume")]
public Mode m_ConfineMode;
#endif
#if CINEMACHINE_PHYSICS
/// The volume within which the camera is to be contained.
[Tooltip("The volume within which the camera is to be contained")]
public Collider m_BoundingVolume;
#endif
#if CINEMACHINE_PHYSICS_2D
/// The 2D shape within which the camera is to be contained.
[Tooltip("The 2D shape within which the camera is to be contained")]
public Collider2D m_BoundingShape2D;
Collider2D m_BoundingShape2DCache;
#endif
/// If camera is orthographic, screen edges will be confined to the volume.
[Tooltip("If camera is orthographic, screen edges will be confined to the volume. "
+ "If not checked, then only the camera center will be confined")]
public bool m_ConfineScreenEdges = true;
/// How gradually to return the camera to the bounding volume if it goes beyond the borders
[Tooltip("How gradually to return the camera to the bounding volume if it goes beyond the borders. "
+ "Higher numbers are more gradual.")]
[Range(0, 10)]
public float m_Damping = 0;
List> m_PathCache;
int m_PathTotalPointCount;
/// See whether the virtual camera has been moved by the confiner
/// The virtual camera in question. This might be different from the
/// virtual camera that owns the confiner, in the event that the camera has children
/// True if the virtual camera has been repositioned
public bool CameraWasDisplaced(CinemachineVirtualCameraBase vcam)
{
return GetCameraDisplacementDistance(vcam) > 0;
}
/// See how far virtual camera has been moved by the confiner
/// The virtual camera in question. This might be different from the
/// virtual camera that owns the confiner, in the event that the camera has children
/// True if the virtual camera has been repositioned
public float GetCameraDisplacementDistance(CinemachineVirtualCameraBase vcam)
{
return GetExtraState(vcam).ConfinerDisplacement;
}
void Reset()
{
#if CINEMACHINE_PHYSICS && CINEMACHINE_PHYSICS_2D
m_ConfineMode = Mode.Confine3D;
#endif
#if CINEMACHINE_PHYSICS
m_BoundingVolume = null;
#endif
#if CINEMACHINE_PHYSICS_2D
m_BoundingShape2D = null;
#endif
m_ConfineScreenEdges = true;
m_Damping = 0;
}
void OnValidate()
{
m_Damping = Mathf.Max(0, m_Damping);
}
///
/// Called when connecting to a virtual camera
///
/// True if connecting, false if disconnecting
protected override void ConnectToVcam(bool connect)
{
base.ConnectToVcam(connect);
}
class VcamExtraState : VcamExtraStateBase
{
public Vector3 PreviousDisplacement;
public float ConfinerDisplacement;
};
/// Check if the bounding volume is defined
public bool IsValid
{
get
{
#if CINEMACHINE_PHYSICS && !CINEMACHINE_PHYSICS_2D
return m_BoundingVolume != null && m_BoundingVolume.enabled && m_BoundingVolume.gameObject.activeInHierarchy;
#elif CINEMACHINE_PHYSICS_2D && !CINEMACHINE_PHYSICS
return m_BoundingShape2D != null && m_BoundingShape2D.enabled && m_BoundingShape2D.gameObject.activeInHierarchy;
#else
return (m_ConfineMode == Mode.Confine3D && m_BoundingVolume != null && m_BoundingVolume.enabled
&& m_BoundingVolume.gameObject.activeInHierarchy)
|| (m_ConfineMode == Mode.Confine2D && m_BoundingShape2D != null && m_BoundingShape2D.enabled
&& m_BoundingShape2D.gameObject.activeInHierarchy);
#endif
}
}
///
/// Report maximum damping time needed for this component.
///
/// Highest damping setting in this component
public override float GetMaxDampTime() => m_Damping;
///
/// Callback to do the camera confining
///
/// 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)
{
if (IsValid && stage == CinemachineCore.Stage.Body)
{
var extra = GetExtraState(vcam);
Vector3 displacement;
if (m_ConfineScreenEdges && state.Lens.Orthographic)
displacement = ConfineOrthoCameraToScreenEdges(ref state);
else
displacement = ConfinePoint(state.GetCorrectedPosition());
if (m_Damping > 0 && deltaTime >= 0 && vcam.PreviousStateIsValid)
{
var delta = displacement - extra.PreviousDisplacement;
delta = Damper.Damp(delta, m_Damping, deltaTime);
displacement = extra.PreviousDisplacement + delta;
}
extra.PreviousDisplacement = displacement;
state.PositionCorrection += displacement;
extra.ConfinerDisplacement = displacement.magnitude;
}
}
[Obsolete("Please use InvalidateCache() instead")]
public void InvalidatePathCache() => InvalidatePathCache();
/// Call this if the bounding shape's points change at runtime
public void InvalidateCache()
{
#if CINEMACHINE_PHYSICS_2D
m_PathCache = null;
m_BoundingShape2DCache = null;
#endif
}
bool ValidatePathCache()
{
#if CINEMACHINE_PHYSICS_2D
if (m_BoundingShape2DCache != m_BoundingShape2D)
{
InvalidateCache();
m_BoundingShape2DCache = m_BoundingShape2D;
}
var colliderType = m_BoundingShape2D == null ? null : m_BoundingShape2D.GetType();
if (colliderType == typeof(PolygonCollider2D))
{
var poly = m_BoundingShape2D as PolygonCollider2D;
if (m_PathCache == null || m_PathCache.Count != poly.pathCount || m_PathTotalPointCount != poly.GetTotalPointCount())
{
m_PathCache = new List>();
for (int i = 0; i < poly.pathCount; ++i)
{
Vector2[] path = poly.GetPath(i);
List dst = new List();
for (int j = 0; j < path.Length; ++j)
dst.Add(path[j]);
m_PathCache.Add(dst);
}
m_PathTotalPointCount = poly.GetTotalPointCount();
}
return true;
}
else if (colliderType == typeof(CompositeCollider2D))
{
var poly = m_BoundingShape2D as CompositeCollider2D;
if (m_PathCache == null || m_PathCache.Count != poly.pathCount || m_PathTotalPointCount != poly.pointCount)
{
m_PathCache = new List>();
Vector2[] path = new Vector2[poly.pointCount];
var lossyScale = m_BoundingShape2D.transform.lossyScale;
var revertCompositeColliderScale = new Vector2(
1f / lossyScale.x,
1f / lossyScale.y);
for (int i = 0; i < poly.pathCount; ++i)
{
int numPoints = poly.GetPath(i, path);
List dst = new List();
for (int j = 0; j < numPoints; ++j)
dst.Add(path[j] * revertCompositeColliderScale);
m_PathCache.Add(dst);
}
m_PathTotalPointCount = poly.pointCount;
}
return true;
}
#endif
InvalidateCache();
return false;
}
private Vector3 ConfinePoint(Vector3 camPos)
{
#if CINEMACHINE_PHYSICS
// 3D version
#if CINEMACHINE_PHYSICS_2D
if (m_ConfineMode == Mode.Confine3D)
#endif
return m_BoundingVolume.ClosestPoint(camPos) - camPos;
#endif
#if CINEMACHINE_PHYSICS_2D
// 2D version
Vector2 p = camPos; // cast Vector3 to Vector2
var closest = p;
if (m_BoundingShape2D.OverlapPoint(camPos))
return Vector3.zero;
// Find the nearest point on the shape's boundary
if (!ValidatePathCache())
return Vector3.zero;
var bestDistance = float.MaxValue;
for (int i = 0; i < m_PathCache.Count; ++i)
{
int numPoints = m_PathCache[i].Count;
if (numPoints > 0)
{
var v0 = m_BoundingShape2D.transform.TransformPoint(
m_PathCache[i][numPoints - 1] + m_BoundingShape2D.offset);
for (int j = 0; j < numPoints; ++j)
{
Vector2 v = m_BoundingShape2D.transform.TransformPoint(m_PathCache[i][j] + m_BoundingShape2D.offset);
var c = Vector2.Lerp(v0, v, p.ClosestPointOnSegment(v0, v));
var d = Vector2.SqrMagnitude(p - c);
if (d < bestDistance)
{
bestDistance = d;
closest = c;
}
v0 = v;
}
}
}
return closest - p;
#endif
}
Vector3 ConfineOrthoCameraToScreenEdges(ref CameraState state)
{
var rot = state.GetCorrectedOrientation();
var dy = state.Lens.OrthographicSize;
var dx = dy * state.Lens.Aspect;
var vx = (rot * Vector3.right) * dx;
var vy = (rot * Vector3.up) * dy;
var displacement = Vector3.zero;
var camPos = state.GetCorrectedPosition();
var lastD = Vector3.zero;
const int kMaxIter = 12;
for (var i = 0; i < kMaxIter; ++i)
{
var d = ConfinePoint((camPos - vy) - vx);
if (d.AlmostZero())
d = ConfinePoint((camPos + vy) + vx);
if (d.AlmostZero())
d = ConfinePoint((camPos - vy) + vx);
if (d.AlmostZero())
d = ConfinePoint((camPos + vy) - vx);
if (d.AlmostZero())
break;
if ((d + lastD).AlmostZero())
{
displacement += d * 0.5f; // confiner too small: center it
break;
}
displacement += d;
camPos += d;
lastD = d;
}
return displacement;
}
// Helper to upgrade to CM3
internal Type UpgradeToCm3_GetTargetType()
{
#if CINEMACHINE_PHYSICS && CINEMACHINE_PHYSICS_2D
return m_ConfineMode == Mode.Confine3D ? typeof(CinemachineConfiner3D) : typeof(CinemachineConfiner2D);
#elif CINEMACHINE_PHYSICS_2D
return typeof(CinemachineConfiner2D);
#else
return typeof(CinemachineConfiner3D);
#endif
}
#if CINEMACHINE_PHYSICS
// Helper to upgrade to CM3
internal void UpgradeToCm3(CinemachineConfiner3D c)
{
c.BoundingVolume = m_BoundingVolume;
//c.SlowingDistance = m_Damping; // we can't upgrade this because one is time and the other is distance
}
#endif
#if CINEMACHINE_PHYSICS_2D
// Helper to upgrade to CM3
internal void UpgradeToCm3(CinemachineConfiner2D c)
{
c.BoundingShape2D = m_BoundingShape2D;
c.Damping = m_Damping;
}
#endif
}
}
#endif
#endif