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- 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);
- }
- }
- }
- }
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