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Copy pathCameraState.cs
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75 lines (64 loc) · 2.96 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEditor.AnimatedValues;
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditorInternal;
namespace UnityEditor
{
[Serializable]
internal class CameraState
{
private static readonly Quaternion kDefaultRotation = Quaternion.LookRotation(new Vector3(0.0f, 0.0f, 1.0f));
private const float kDefaultViewSize = 10f;
private static readonly Vector3 kDefaultPivot = Vector3.zero;
private const float kDefaultFoV = 90f;
[SerializeField] private AnimVector3 m_Pivot = new AnimVector3(kDefaultPivot);
[SerializeField] private AnimQuaternion m_Rotation = new AnimQuaternion(kDefaultRotation);
[SerializeField] private AnimFloat m_ViewSize = new AnimFloat(kDefaultViewSize);
public float GetCameraDistance()
{
float fov = kDefaultFoV;
return m_ViewSize.value / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
}
public void FixNegativeSize()
{
float fov = kDefaultFoV;
if (m_ViewSize.value < 0)
{
float distance = m_ViewSize.value / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
Vector3 p = m_Pivot.value + m_Rotation.value * new Vector3(0, 0, -distance);
m_ViewSize.value = -m_ViewSize.value;
distance = m_ViewSize.value / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
m_Pivot.value = p + m_Rotation.value * new Vector3(0, 0, distance);
}
}
public void UpdateCamera(Camera camera)
{
camera.transform.rotation = m_Rotation.value;
camera.transform.position = m_Pivot.value + camera.transform.rotation * new Vector3(0, 0, -GetCameraDistance());
float farClip = Mathf.Max(1000f, 2000f * m_ViewSize.value);
camera.nearClipPlane = farClip * 0.000005f;
camera.farClipPlane = farClip;
}
public CameraState Clone()
{
CameraState newState = new CameraState();
newState.pivot.value = pivot.value;
newState.rotation.value = rotation.value;
newState.viewSize.value = viewSize.value;
return newState;
}
public void Copy(CameraState cameraStateIn)
{
pivot.value = cameraStateIn.pivot.value;
rotation.value = cameraStateIn.rotation.value;
viewSize.value = cameraStateIn.viewSize.value;
}
public AnimVector3 pivot { get { return m_Pivot; } set { m_Pivot = value; } }
public AnimQuaternion rotation { get { return m_Rotation; } set { m_Rotation = value; } }
public AnimFloat viewSize { get { return m_ViewSize; } set { m_ViewSize = value; } }
}
}