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125 lines
5.8 KiB
125 lines
5.8 KiB
3 years ago
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using System;
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using System.Collections;
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using UnityEngine;
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namespace UnityStandardAssets.Cameras
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{
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public class ProtectCameraFromWallClip : MonoBehaviour
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{
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public float clipMoveTime = 0.05f; // time taken to move when avoiding cliping (low value = fast, which it should be)
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public float returnTime = 0.4f; // time taken to move back towards desired position, when not clipping (typically should be a higher value than clipMoveTime)
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public float sphereCastRadius = 0.1f; // the radius of the sphere used to test for object between camera and target
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public bool visualiseInEditor; // toggle for visualising the algorithm through lines for the raycast in the editor
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public float closestDistance = 0.5f; // the closest distance the camera can be from the target
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public bool protecting { get; private set; } // used for determining if there is an object between the target and the camera
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public string dontClipTag = "Player"; // don't clip against objects with this tag (useful for not clipping against the targeted object)
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private Transform m_Cam; // the transform of the camera
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private Transform m_Pivot; // the point at which the camera pivots around
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private float m_OriginalDist; // the original distance to the camera before any modification are made
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private float m_MoveVelocity; // the velocity at which the camera moved
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private float m_CurrentDist; // the current distance from the camera to the target
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private Ray m_Ray = new Ray(); // the ray used in the lateupdate for casting between the camera and the target
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private RaycastHit[] m_Hits; // the hits between the camera and the target
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private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances
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private void Start()
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{
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// find the camera in the object hierarchy
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m_Cam = GetComponentInChildren<Camera>().transform;
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m_Pivot = m_Cam.parent;
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m_OriginalDist = m_Cam.localPosition.magnitude;
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m_CurrentDist = m_OriginalDist;
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// create a new RayHitComparer
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m_RayHitComparer = new RayHitComparer();
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}
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private void LateUpdate()
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{
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// initially set the target distance
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float targetDist = m_OriginalDist;
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m_Ray.origin = m_Pivot.position + m_Pivot.forward*sphereCastRadius;
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m_Ray.direction = -m_Pivot.forward;
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// initial check to see if start of spherecast intersects anything
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var cols = Physics.OverlapSphere(m_Ray.origin, sphereCastRadius);
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bool initialIntersect = false;
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bool hitSomething = false;
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// loop through all the collisions to check if something we care about
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for (int i = 0; i < cols.Length; i++)
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{
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if ((!cols[i].isTrigger) &&
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!(cols[i].attachedRigidbody != null && cols[i].attachedRigidbody.CompareTag(dontClipTag)))
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{
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initialIntersect = true;
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break;
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}
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}
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// if there is a collision
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if (initialIntersect)
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{
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m_Ray.origin += m_Pivot.forward*sphereCastRadius;
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// do a raycast and gather all the intersections
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m_Hits = Physics.RaycastAll(m_Ray, m_OriginalDist - sphereCastRadius);
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}
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else
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{
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// if there was no collision do a sphere cast to see if there were any other collisions
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m_Hits = Physics.SphereCastAll(m_Ray, sphereCastRadius, m_OriginalDist + sphereCastRadius);
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}
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// sort the collisions by distance
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Array.Sort(m_Hits, m_RayHitComparer);
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// set the variable used for storing the closest to be as far as possible
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float nearest = Mathf.Infinity;
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// loop through all the collisions
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for (int i = 0; i < m_Hits.Length; i++)
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{
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// only deal with the collision if it was closer than the previous one, not a trigger, and not attached to a rigidbody tagged with the dontClipTag
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if (m_Hits[i].distance < nearest && (!m_Hits[i].collider.isTrigger) &&
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!(m_Hits[i].collider.attachedRigidbody != null &&
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m_Hits[i].collider.attachedRigidbody.CompareTag(dontClipTag)))
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{
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// change the nearest collision to latest
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nearest = m_Hits[i].distance;
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targetDist = -m_Pivot.InverseTransformPoint(m_Hits[i].point).z;
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hitSomething = true;
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}
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}
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// visualise the cam clip effect in the editor
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if (hitSomething)
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{
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Debug.DrawRay(m_Ray.origin, -m_Pivot.forward*(targetDist + sphereCastRadius), Color.red);
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}
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// hit something so move the camera to a better position
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protecting = hitSomething;
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m_CurrentDist = Mathf.SmoothDamp(m_CurrentDist, targetDist, ref m_MoveVelocity,
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m_CurrentDist > targetDist ? clipMoveTime : returnTime);
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m_CurrentDist = Mathf.Clamp(m_CurrentDist, closestDistance, m_OriginalDist);
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m_Cam.localPosition = -Vector3.forward*m_CurrentDist;
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}
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// comparer for check distances in ray cast hits
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public class RayHitComparer : IComparer
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{
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public int Compare(object x, object y)
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{
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return ((RaycastHit) x).distance.CompareTo(((RaycastHit) y).distance);
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}
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}
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}
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}
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