using UnityEngine;
namespace XGame.Framework.Map
{
///
/// 平行相机跟随范围
/// 相机跟随目标限制在该范围内
///
[RequireComponent(typeof(Camera))]
public class ParallelCamera : MonoBehaviour
{
private struct Positions
{
public Vector3 leftDown;
public Vector3 leftUp;
public Vector3 rightDown;
public Vector3 rightUp;
public Vector3 CenterUp => (leftUp + rightUp) * 0.5f;
public Vector3 CenterDown => (leftDown + rightDown) * 0.5f;
public override string ToString()
{
return $"Positions leftDown:{leftDown} leftUp:{leftUp} rightDown:{rightDown} rightUp:{rightUp}";
}
}
///
/// 相机视口修正参数
///
[SerializeField]
[Header("相机视口修正参数")]
private CameraFieldOfViewOptions _fovOptions;
///
/// 目标平面垂直于相机的直线距离
///
[SerializeField]
private float _distance = 16;
///
/// 可移动区域相对于视口的缩放
///
[SerializeField]
private Vector2 _viewportScale = Vector2.one;
///
/// 可移动区域对齐点
///
[SerializeField]
private Vector2 _viewportPivot = Vector2.one * 0.5f;
///
/// 指定距离对应的视口大小
/// 下负上正,左负右正
/// 不可修改
///
//[SerializeField]
private Rect _viewportRect;
///
/// 目标移动区域
/// 下负上正,左负右正
/// 不可修改
///
//[SerializeField]
private Rect _targetRect;
//[SerializeField]
private Camera _camera;
//[SerializeField]
private IParallelTarget _target;
//[SerializeField]
private Vector3 _offsetUp;
//[SerializeField]
private Vector3 _offsetDown;
///
/// 目标的屏幕区域
/// 左下(0,0),右上(width,height)
///
private Rect _screenRect;
///
/// 相机是否在移动
/// 相机在玩家停止移动后会自动向下移动到显示区域底部,这时候UI需要同步刷新坐标
///
public bool IsMoving { get; private set; }
///
/// 显示区域顶部中心位置转世界坐标
///
///
public Vector3 TopCenterToWorldPosition()
{
var screenPos = _screenRect.center;
screenPos.y = _screenRect.yMax;
return _camera.ScreenToWorldPoint(screenPos);
}
public IParallelTarget Target
{
get => _target;
set
{
if (_target != value)
{
_target = value;
OnSetTarget();
}
}
}
private void Awake()
{
IsMoving = false;
_camera = GetComponent();
_fovOptions.FixFieldOfView(_camera);
CalculateViewport();
}
//private void LateUpdate()
//{
// if (_target != null)
// {
// if (_offset == Vector3.zero)
// {
// _offset = transform.position - _target.position;
// }
// transform.position = _target.position + _offset;
// //Debug.Log($"LateUpdate distance: {PointToPlaneDistance(transform.position, target.position, Vector3.back)}");
// }
//}
public void OnLateUpdate(int millisecond)
{
IsMoving = false;
if (_target == null)
return;
var tarPosition = _target.Position;
var tarScreenPos = _camera.WorldToScreenPoint(tarPosition);
if (_target.IsMoving)
{
var moveDir = _target.MoveDir;
if (tarScreenPos.y > _screenRect.yMax && moveDir.y > 0)
{ // 小于
//Debug.Log($"OnLateUpdate Up :{tarScreenPos} _offsetUp:{_offsetUp}");
transform.position = tarPosition + _offsetUp;
}
else if (tarScreenPos.y < _screenRect.y && moveDir.y < 0)
{
//Debug.Log($"OnLateUpdate Down :{tarScreenPos} _offsetDown:{_offsetDown}");
transform.position = tarPosition + _offsetDown;
}
IsMoving = true;
}
else
{// 没有移动
if (tarScreenPos.y > _screenRect.y)
{ // 自动移动到显示区域底部
var pos = transform.position;
pos.y += millisecond * 0.001f * 2;
transform.position = pos;
IsMoving = true;
}
}
//Debug.Log($"OnLateUpdate Screen:{tarScreenPos} tarPosition:{tarPosition}");
}
private void OnSetTarget()
{
if (_target == null)
return;
//_offset = transform.position - _target.position;
_distance = PointToPlaneDistance(transform.position, _target.Position, Vector3.back);
CalculateViewport();
}
private void CalculateViewport()
{
//Debug.Log($"Camera pixelRect:{_camera.pixelRect} rect:{_camera.rect} pixelWidth:{_camera.pixelWidth} pixelHeight:{_camera.pixelHeight}");
var fovRadians = Mathf.Deg2Rad * _camera.fieldOfView; //fov从度数转弧度
var viewportH = 2 * Mathf.Tan(fovRadians * 0.5f) * _distance;
var viewportW = viewportH * _camera.aspect;
_viewportRect = new Rect(-viewportW * 0.5f, -viewportH * 0.5f, viewportW, viewportH);
_targetRect = new Rect(_viewportRect);
_targetRect.size *= _viewportScale;
_targetRect.center = _viewportRect.center + (_viewportPivot - Vector2.one * 0.5f) * _targetRect.size;
var positions = RectToWorldPositions(_targetRect);
_offsetUp = transform.position - positions.CenterUp;
_offsetDown = transform.position - positions.CenterDown;
var leftDown = _camera.WorldToScreenPoint(positions.leftDown);
var rightUp = _camera.WorldToScreenPoint(positions.rightUp);
_screenRect = new Rect(leftDown.x, leftDown.y, rightUp.x - leftDown.x, rightUp.y - leftDown.y);
//Debug.Log($"World leftDown:{positions.leftDown} leftUp:{positions.leftUp} rightDown:{positions.rightDown} rightUp:{positions.rightUp}");
//Log.Debug($"Screen leftDown:{leftDown} rightUp:{rightUp} screenRect:{_screenRect}");
}
private Positions RectToWorldPositions(Rect rect)
{
var normal = transform.forward;
var center = transform.position + normal * _distance;
var halfSize = rect.size * 0.5f;
var offset = rect.center;
var xAxis = Vector3.Normalize(Vector3.Cross(normal, Vector3.up));
//Debug.Log($"center:{center} halfSize:{halfSize} offset:{offset} xAxis:{xAxis}");
if (xAxis == Vector3.zero)
{ //预防当前方向与Y轴平行
xAxis = Vector3.Cross(normal, Vector3.right);
}
var yAxis = Vector3.Cross(normal, xAxis);
center = center - xAxis * offset.x - yAxis * offset.y;
var positions = new Positions();
positions.leftDown = center + xAxis * halfSize.x + yAxis * halfSize.y;
positions.leftUp = center + xAxis * halfSize.x - yAxis * halfSize.y;
positions.rightDown = center - xAxis * halfSize.x + yAxis * halfSize.y;
positions.rightUp = center - xAxis * halfSize.x - yAxis * halfSize.y;
//Log.Debug(positions);
return positions;
}
///
/// 计算点到平面的垂直距离
/// 法线向量不能为零
///
/// 待计算距离的点
/// 平面上的一个点
/// 平面的法线向量
///
private float PointToPlaneDistance(Vector3 point, Vector3 pointOnPlane, Vector3 planeNormal)
{
var distance = Vector3.Dot(planeNormal, (point - pointOnPlane)) / planeNormal.magnitude;
return distance;
}
public Vector3 WorldToScreenPoint(Vector3 point)
{
return _camera.WorldToScreenPoint(point);
}
#if UNITY_EDITOR
void OnDrawGizmos()
{ //下负上正,左负右正
//if (Physics.Raycast(transform.position, transform.forward, out var hitInfo))
//{
//}
if (_camera == null)
{
_camera = GetComponent();
_fovOptions.FixFieldOfView(_camera);
}
CalculateViewport();
var positions_1 = RectToWorldPositions(_viewportRect);
Gizmos.color = Color.blue;
Gizmos.DrawLine(positions_1.leftDown, positions_1.rightDown);
Gizmos.DrawLine(positions_1.rightDown, positions_1.rightUp);
Gizmos.DrawLine(positions_1.rightUp, positions_1.leftUp);
Gizmos.DrawLine(positions_1.leftUp, positions_1.leftDown);
Gizmos.color = Color.red;
var positions_2 = RectToWorldPositions(_targetRect);
Gizmos.DrawLine(positions_2.leftDown, positions_2.rightDown);
Gizmos.DrawLine(positions_2.rightDown, positions_2.rightUp);
Gizmos.DrawLine(positions_2.rightUp, positions_2.leftUp);
Gizmos.DrawLine(positions_2.leftUp, positions_2.leftDown);
Gizmos.DrawLine(transform.position, positions_2.CenterUp);
Gizmos.DrawLine(transform.position, positions_2.CenterDown);
//Gizmos.color = Color.green;
//Vector3[] frustumCorners = new Vector3[4];
//camera.CalculateFrustumCorners(new Rect(0, 0, 1, 1), distance, Camera.MonoOrStereoscopicEye.Mono, frustumCorners);
//var offsetZ = transform.position.z;
//for ( int i = 0; i < frustumCorners.Length; i++)
//{
// var pos = frustumCorners[i];
// pos.z += offsetZ;
// frustumCorners[i] = pos;
//}
//Gizmos.DrawLine(frustumCorners[0], frustumCorners[1]);
//Gizmos.DrawLine(frustumCorners[1], frustumCorners[2]);
//Gizmos.DrawLine(frustumCorners[2], frustumCorners[3]);
//Gizmos.DrawLine(frustumCorners[3], frustumCorners[0]);
//Gizmos.DrawFrustum(transform.position, fovRadians, camera.farClipPlane, camera.nearClipPlane, camera.aspect);
//var ray = camera.ScreenPointToRay(Vector3.zero);
//Gizmos.DrawRay(ray);
//Debug.Log($"PointToScreen LD:{PointToScreen(leftDown)} LU:{PointToScreen(leftUp)} RD:{PointToScreen(rightDown)} RU:{PointToScreen(rightUp)}");
}
#endif
}
}