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