Пример #1
0
        private void tiltCameraAtSubject(Angle cameraAngle, GameObject framingTarget)
        {
            GameObject subject = framingTarget;

            if (!subject &&
                !getActorByName(cameraAngle.Target, out subject))
            {
                Extensions.Log("Cannot find subject to as framing target or angle target to tilt toward");
                return;
            }
            tempCameraOrientation.X = Quaternion.LookRotation(framingTarget.transform.position - tempCameraPosition.Merge(previousCameraPosition)).eulerAngles.x;
        }
Пример #2
0
        private void tiltCameraAtSubject(Angle cameraAngle, GameObject framingTarget)
        {
            //if there is a framing target, then we can use the lookat point on it
            if (framingTarget)
            {
                tempCameraOrientation.X = Quaternion.LookRotation(targetLookAtPoint -
                                                                  tempCameraPosition.Merge(previousCameraPosition)).eulerAngles.x;
                return;
            }

            //if no framing target, we try to find the angle target
            GameObject subject = framingTarget;

            if (!subject &&
                !getActorByName(cameraAngle.Target, out subject))
            {
                Extensions.Log("Cannot find subject to as framing target or angle target to tilt toward");
                return;
            }
            tempCameraOrientation.X = Quaternion.LookRotation(subject.transform.position - tempCameraPosition.Merge(previousCameraPosition)).eulerAngles.x;
        }
Пример #3
0
        public override bool Init()
        {
            if (initialized)
            {
                return(true);
            }
            Profiler.BeginSample("init shot frag");
            Extensions.RenderColliders();
            //don't throw null refs in the debug statement if framing isn't there.  it's not required
            string framingDescriptor = string.Empty;

            if (existsFraming())
            {
                framingDescriptor = framings[0].ToString();
            }

            Extensions.Log("init shot fragment start[{0}] end[{1}] anchor[{2}] height[{3}] lens[{4}] fStop[{5}] framing[{6}] direction[{7}] angle[{8}] focus[{9}] d:s[{10}:{11}]",
                           startTick, endTick, anchor, height, lensName, fStopName, framingDescriptor, direction, cameraAngle, focusTarget,
                           ElPresidente.Instance.CurrentDiscourseTime, ElPresidente.Instance.CurrentStoryTime);
            if (!findCamera())
            {
                return(false);
            }
            savePreviousCameraState();

            //ground parameters
            tempCameraPosition    = new Vector3Nullable(null, null, null);
            tempCameraOrientation = new Vector3Nullable(null, null, null);

            //anchor if specified
            Vector2 anchorPosition;

            if (calculateAnchor(anchor, out anchorPosition))
            {
                Extensions.Log("setting camera anchor[{0}]", anchorPosition);
                tempCameraPosition.X = anchorPosition.x;
                tempCameraPosition.Z = anchorPosition.y;
            }

            //subject position if something is framed

            GameObject framingTarget = null;

            if (existsFraming())
            {
                if (getActorByName(framings[0].FramingTarget, out framingTarget))
                {
                    targetLookAtPoint = findTargetLookAtPoint(framingTarget);
                }
                else
                {
                    Debug.LogError(string.Format("could not find actor [{0}]",
                                                 framings[0].FramingTarget).AppendTimestamps());
                }
            }

            //height
            if (existsFraming()) //default to even height with point of interest on framed target
            {
                tempCameraPosition.Y = targetLookAtPoint.y;
            }
            else if (height.HasValue)
            {
                tempCameraPosition.Y = height;
            }
            else
            {
                tempCameraPosition.Y = 1; //in the absence of all information just put the camera not at 0 height
            }

            //lens
            ushort tempLens;

            if (!string.IsNullOrEmpty(lensName) &&
                CameraActionFactory.lenses.TryGetValue(lensName, out tempLens))
            {
                tempLensIndex = tempLens;
            }

            //F Stop
            ushort tempFStop;

            if (!string.IsNullOrEmpty(fStopName) &&
                CameraActionFactory.fStops.TryGetValue(fStopName, out tempFStop))
            {
                tempFStopIndex = tempFStop;
            }

            //framing
            if (existsFraming() && framingTarget)
            {
                Bounds targetBounds = framingTarget.GetComponent <BoxCollider>().bounds;
                targetBounds.BuildDebugBox(5, Color.cyan);

                Extensions.Log("framing target[{0}] bounds[{1},{2}]", framingTarget.name,
                               targetBounds.min.y, targetBounds.max.y);

                FramingParameters framingParameters = FramingParameters.FramingTable[framings[0].FramingType];

                //default our aperture to one appropriate to the framing if it's not set
                if (!tempFStopIndex.HasValue &&
                    CameraActionFactory.fStops.TryGetValue(framingParameters.DefaultFStop, out tempFStop))
                {
                    tempFStopIndex = tempFStop;
                }

                if (tempLensIndex.HasValue && tempCameraPosition.X.HasValue && tempCameraPosition.Z.HasValue)
                {
                    //case is here for completeness.  rotation needs to be done for all combinations of lens and anchor specification, so it goes after all the conditionals
                }
                else if (!tempLensIndex.HasValue && tempCameraPosition.X.HasValue && tempCameraPosition.Z.HasValue)//direction still doesn't matter since we can't move in the x,z plane
                {
                    //naively guessing and checking
                    Quaternion savedCameraRotation = cameraBody.NodalCamera.transform.rotation;
                    //point the camera at the thing
                    cameraBody.NodalCamera.transform.rotation = Quaternion.LookRotation(targetBounds.center - cameraBody.NodalCamera.transform.position);
                    float targetFov = 0;
                    //need to keep from stepping up and down over some boundary
                    bool incremented = false;
                    bool decremented = false;
                    while (!(incremented && decremented))  //if we haven't set a value and we haven't stepped both up and down.
                    {
                        //find where on the screen the extents are.  using viewport space so this will be in %. z is world units away from camera
                        Vector3 bMax = cameraBody.NodalCamera.WorldToViewportPoint(targetBounds.max);
                        Vector3 bMin = cameraBody.NodalCamera.WorldToViewportPoint(targetBounds.min);

                        float FovStepSize = 2.5f;//consider making step size a function of current size to increase granularity at low fov.  2.5 is big enough to jump 100-180 oddly

                        if (bMax.y - bMin.y > framingParameters.MaxPercent && bMax.y - bMin.y < framingParameters.MinPercent)
                        {
                            break;//we found our answer in cameraBody.NodalCamera.fov
                        }
                        else if (bMax.y - bMin.y < framingParameters.MinPercent)
                        {
                            cameraBody.NodalCamera.fieldOfView -= FovStepSize;
                            decremented = true;
                        }
                        else //(bMax.y - bMin.y >= fp.MaxPercent)
                        {
                            cameraBody.NodalCamera.fieldOfView += FovStepSize;
                            incremented = true;
                        }

                        //force matrix recalculations on the camera after adjusting fov
                        cameraBody.NodalCamera.ResetProjectionMatrix();
                        cameraBody.NodalCamera.ResetWorldToCameraMatrix();
                    }
                    //reset camera position...we should only be moving the rig
                    targetFov = cameraBody.NodalCamera.fieldOfView;
                    cameraBody.NodalCamera.transform.rotation = savedCameraRotation;
                    tempLensIndex = (ushort)ElPresidente.Instance.GetLensIndex(targetFov);
                }
                else if (tempLensIndex.HasValue &&                                           //direction matters here.
                         (!tempCameraPosition.X.HasValue || !tempCameraPosition.Z.HasValue)) //also assuming we get x,z in a pair.  if only one is provided, it is invalid and will be ignored
                {
                    //allow full exploration of circle about target since we can't move in or out and keep the same framing
                    if (!findCameraPositionByRadius(framingTarget, targetBounds, framingParameters, 1.0f))
                    {
                        Extensions.Log("failed to find satisfactory position for camera to frame [{0}] [{1}] with lens [{2}]. view will be obstructed",
                                       framings[0].FramingTarget, framings[0].FramingType.ToString(), ElPresidente.Instance.lensFovData[tempLensIndex.Value]._focalLength);
                    }
                }
                else //we are calculating everything by framing and direction.
                {
                    //x,z does not have value
                    //pick a typical lens for this type of shot
                    tempLensIndex = CameraActionFactory.lenses[framingParameters.DefaultFocalLength];
                    //see if we can find a camera location for this lens
                    //allow less than some % of a circle variance from ideal viewing.  if we don't find an answer, change the lens

                    bool   sign       = true;
                    short  iterations = 0;
                    ushort maxLensChangeIterations = 6;
                    while (!findCameraPositionByRadius(framingTarget, targetBounds, framingParameters, 0.35f))
                    {
                        iterations++;
                        if (iterations > maxLensChangeIterations)
                        {
                            Extensions.Log("exceeded max lens change iterations[{0}] solving framing[{1}] on target[{2}]",
                                           maxLensChangeIterations, framingParameters.Type, framingTarget);
                            break; //framing is just not working out.  we will return a shot that's not so good and get on with things
                        }
                        int offset = sign ? iterations : -iterations;
                        if (tempLensIndex + offset < 0)
                        {
                            //should never get here since the smallest we specify is 27mm and we will cap at +-3 lenses
                        }
                        else if (tempLensIndex + offset > CameraActionFactory.lenses.Values.Max <ushort>())
                        {
                            //explore on the other side of our start lens until we hit our max iterations
                            iterations++;
                            offset = sign ? -iterations : iterations;
                        }
                        tempLensIndex = (ushort)(tempLensIndex + offset);
                    }
                }

                tempCameraOrientation.Y = Quaternion.LookRotation(framingTarget.transform.position - tempCameraPosition.Merge(previousCameraPosition)).eulerAngles.y;
            }
            else if (pan.HasValue) //no framing, we can pay attention to a direct rotate command
            {
                tempCameraOrientation.Y = pan.Value.BindToSemiCircle();
            }

            //this destroys the ability to angle with respect to anything but the framing target if specified
            //this does not seem terribly harmful. subject is attached to angle mostly because we wanted to not have
            //to specify a framing (if we used an absolute anchor for camera positioning)
            tiltCameraAtSubject(cameraAngle, framingTarget);

            //focus has to go after all possible x,y,z settings to get the correct distance to subject
            Vector3 focusPosition;

            if (calculateFocusPosition(focusTarget, out focusPosition))
            {
                tempFocusDistance = Vector3.Distance(tempCameraPosition.Merge(previousCameraPosition), focusPosition);
            }
            else if (framingTarget != null)//we didn't specify what to focus on, but we framed something.  let's focus on that by default
            {
                tempFocusDistance = Vector3.Distance(tempCameraPosition.Merge(previousCameraPosition), targetLookAtPoint);
            }

            //sort out what wins where and assign to final camera properties
            //start with previous camera properties in case nothing fills them in
            newCameraPosition    = tempCameraPosition.Merge(previousCameraPosition);
            newCameraOrientation = Quaternion.Euler(tempCameraOrientation.Merge(previousCameraOrientation.eulerAngles));
            newLensIndex         = tempLensIndex.HasValue ? tempLensIndex.Value : previousLensIndex;
            newFStopIndex        = tempFStopIndex.HasValue ? tempFStopIndex.Value : previousFStopIndex;
            newfocusDistance     = tempFocusDistance.HasValue ? tempFocusDistance.Value : previousFocusDistance;

            Skip();

            initialized = true;
            Profiler.EndSample();
            return(initialized);
        }