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Copy pathCameraSmoothTrack.cs
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140 lines (120 loc) · 5.46 KB
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using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Physics;
using Unity.Physics.Extensions;
using Unity.Physics.GraphicsIntegration;
using Unity.Physics.Systems;
using Unity.Transforms;
using UnityEngine;
using RaycastHit = Unity.Physics.RaycastHit;
// Camera Utility to smoothly track a specified target from a specified location
// Camera location and target are interpolated each frame to remove overly sharp transitions
public class CameraSmoothTrack : MonoBehaviour, IConvertGameObjectToEntity
{
#pragma warning disable 649
public GameObject Target;
public GameObject LookTo;
[Range(0, 1)] public float LookToInterpolateFactor = 0.9f;
public GameObject LookFrom;
[Range(0, 1)] public float LookFromInterpolateFactor = 0.9f;
#pragma warning restore 649
void OnValidate()
{
LookToInterpolateFactor = math.clamp(LookToInterpolateFactor, 0f, 1f);
LookFromInterpolateFactor = math.clamp(LookFromInterpolateFactor, 0f, 1f);
}
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new CameraSmoothTrackSettings
{
Target = conversionSystem.GetPrimaryEntity(Target),
LookTo = conversionSystem.GetPrimaryEntity(LookTo),
LookToInteroplateFactor = LookToInterpolateFactor,
LookFrom = conversionSystem.GetPrimaryEntity(LookFrom),
LookFromInterpolateFactor = LookFromInterpolateFactor
});
}
}
struct CameraSmoothTrackSettings : IComponentData
{
public Entity Target;
public Entity LookTo;
public float LookToInteroplateFactor;
public Entity LookFrom;
public float LookFromInterpolateFactor;
public float3 OldPositionTo;
}
[UpdateAfter(typeof(TransformSystemGroup))]
class SmoothlyTrackCameraTarget : SystemBase
{
struct Initialized : ISystemStateComponentData {}
BuildPhysicsWorld m_BuildPhysicsWorld;
RecordMostRecentFixedTime m_RecordMostRecentFixedTime;
protected override void OnCreate()
{
base.OnCreate();
m_BuildPhysicsWorld = World.GetExistingSystem<BuildPhysicsWorld>();
m_RecordMostRecentFixedTime = World.GetExistingSystem<RecordMostRecentFixedTime>();
}
protected override void OnUpdate()
{
var commandBuffer = new EntityCommandBuffer(Allocator.TempJob);
Entities
.WithName("InitializeCameraOldPositionsJob")
.WithBurst()
.WithNone<Initialized>()
.ForEach((Entity entity, ref CameraSmoothTrackSettings cameraSmoothTrack, in LocalToWorld localToWorld) =>
{
commandBuffer.AddComponent<Initialized>(entity);
cameraSmoothTrack.OldPositionTo = HasComponent<LocalToWorld>(cameraSmoothTrack.LookTo)
? GetComponent<LocalToWorld>(cameraSmoothTrack.LookTo).Position
: localToWorld.Position + new float3(0f, 0f, 1f);
}).Run();
commandBuffer.Playback(EntityManager);
commandBuffer.Dispose();
PhysicsWorld world = m_BuildPhysicsWorld.PhysicsWorld;
var timeAhead = (float)(Time.ElapsedTime - m_RecordMostRecentFixedTime.MostRecentElapsedTime);
Entities
.WithName("SmoothlyTrackCameraTargetsJob")
.WithoutBurst()
.WithAll<Initialized>()
.WithReadOnly(world)
.ForEach((CameraSmoothTrack monoBehaviour, ref CameraSmoothTrackSettings cameraSmoothTrack, in LocalToWorld localToWorld) =>
{
var worldPosition = (float3)monoBehaviour.transform.position;
float3 newPositionFrom = HasComponent<LocalToWorld>(cameraSmoothTrack.LookFrom)
? GetComponent<LocalToWorld>(cameraSmoothTrack.LookFrom).Position
: worldPosition;
float3 newPositionTo = HasComponent<LocalToWorld>(cameraSmoothTrack.LookTo)
? GetComponent<LocalToWorld>(cameraSmoothTrack.LookTo).Position
: worldPosition + localToWorld.Forward;
// check barrier
var rayInput = new RaycastInput
{
Start = newPositionFrom,
End = newPositionTo,
Filter = CollisionFilter.Default
};
if (world.CastRay(rayInput, out RaycastHit rayResult))
{
newPositionFrom = rayResult.Position;
}
if (cameraSmoothTrack.Target != Entity.Null)
{
// add velocity
float3 lv = world.GetLinearVelocity(world.GetRigidBodyIndex(cameraSmoothTrack.Target));
lv *= timeAhead;
newPositionFrom += lv;
newPositionTo += lv;
}
newPositionFrom = math.lerp(worldPosition, newPositionFrom, cameraSmoothTrack.LookFromInterpolateFactor);
newPositionTo = math.lerp(cameraSmoothTrack.OldPositionTo, newPositionTo, cameraSmoothTrack.LookToInteroplateFactor);
float3 newForward = newPositionTo - newPositionFrom;
newForward = math.normalizesafe(newForward);
quaternion newRotation = quaternion.LookRotation(newForward, math.up());
monoBehaviour.transform.SetPositionAndRotation(newPositionFrom, newRotation);
cameraSmoothTrack.OldPositionTo = newPositionTo;
}).Run();
}
}