using UnityEditor.AnimatedValues; using UnityEngine; namespace UnityEditor.Rendering.LookDev { /// /// Interface to comunicate with simple /// public interface ICameraUpdater { void UpdateCamera(Camera camera); } /// /// Class containing data regarding position, rotation and viewport size of a camera /// [System.Serializable] public class CameraState : ICameraUpdater { private static readonly Quaternion k_DefaultRotation = Quaternion.LookRotation(new Vector3(0.0f, 0.0f, 1.0f)); private const float k_DefaultViewSize = 10f; private static readonly Vector3 k_DefaultPivot = Vector3.zero; private const float k_DefaultFoV = 90f; private const float k_NearFactor = 0.000005f; private const float k_MaxFar = 1000; /// The position of the camera pivot [field: SerializeField] public Vector3 pivot { get; set; } = k_DefaultPivot; /// The rotation of the camera arround the pivot [field: SerializeField] public Quaternion rotation { get; set; } = k_DefaultRotation; /// The size of the view [field: SerializeField] public float viewSize { get; set; } = k_DefaultViewSize; /// The distance from pivot public float distanceFromPivot // distance coeficient from vertical FOV should be // 1f / Mathf.Tan(kDefaultFoV * 0.5f * Mathf.Deg2Rad) // but with fixed FoV of 90, this coef is always equal to 1f => viewSize; /// The position of the camera public Vector3 position => pivot + rotation * new Vector3(0, 0, -distanceFromPivot); /// The field of view of the camera public float fieldOfView => k_DefaultFoV; /// The far clip distance from camera public float farClip => Mathf.Max(k_MaxFar, 2 * k_MaxFar * viewSize); /// The near clip distance from camera public float nearClip => farClip * k_NearFactor; /// The Forward vector in world space public Vector3 forward => rotation * Vector3.forward; /// The Up vector in world space public Vector3 up => rotation * Vector3.up; /// The Right vector in world space public Vector3 right => rotation * Vector3.right; internal Vector3 QuickReprojectionWithFixedFOVOnPivotPlane(Rect screen, Vector2 screenPoint) { if (screen.height == 0) return Vector3.zero; float aspect = screen.width / screen.height; //Note: verticalDistance is same than distance from pivot with fixed FoV 90° float verticalDistance = distanceFromPivot; Vector2 normalizedScreenPoint = new Vector2( screenPoint.x * 2f / screen.width - 1f, screenPoint.y * 2f / screen.height - 1f); return pivot - up * verticalDistance * normalizedScreenPoint.y - right * verticalDistance * aspect * normalizedScreenPoint.x; } //Pivot is always on center axis by construction internal Vector3 QuickProjectPivotInScreen(Rect screen) => new Vector3(screen.width * .5f, screen.height * .5f, distanceFromPivot); /// /// Update a Camera component and its transform with this state values /// /// The camera to update public void UpdateCamera(Camera camera) { camera.transform.rotation = rotation; camera.transform.position = position; camera.nearClipPlane = nearClip; camera.farClipPlane = farClip; camera.fieldOfView = fieldOfView; } /// /// Reset the State to its default values /// public void Reset() { pivot = k_DefaultPivot; rotation = k_DefaultRotation; viewSize = k_DefaultViewSize; } internal void SynchronizeFrom(CameraState other) { pivot = other.pivot; rotation = other.rotation; viewSize = other.viewSize; } } }