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- using UnityEngine;
- using UnityEngine.InputSystem;
- using UnityEngine.InputSystem.EnhancedTouch;
- namespace Unity.RenderStreaming.Samples
- {
- class SimpleCameraControllerV2 : MonoBehaviour
- {
- class CameraState
- {
- public float yaw;
- public float pitch;
- public float roll;
- public float x;
- public float y;
- public float z;
- public void SetFromTransform(Transform t)
- {
- pitch = t.eulerAngles.x;
- yaw = t.eulerAngles.y;
- roll = t.eulerAngles.z;
- x = t.position.x;
- y = t.position.y;
- z = t.position.z;
- }
- public void Translate(Vector3 translation)
- {
- Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
- x += rotatedTranslation.x;
- y += rotatedTranslation.y;
- z += rotatedTranslation.z;
- }
- public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
- {
- yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
- pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
- roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
- x = Mathf.Lerp(x, target.x, positionLerpPct);
- y = Mathf.Lerp(y, target.y, positionLerpPct);
- z = Mathf.Lerp(z, target.z, positionLerpPct);
- }
- public void UpdateTransform(Transform t)
- {
- t.eulerAngles = new Vector3(pitch, yaw, roll);
- t.position = new Vector3(x, y, z);
- }
- }
- [Header("Movement Settings"), Tooltip("Movement Sensitivity Factor."), Range(0.001f, 1f), SerializeField]
- private float movementSensitivityFactor = 0.1f;
- [Tooltip("Exponential boost factor on translation, controllable by mouse wheel."), SerializeField]
- private float boost = 3.5f;
- [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f),
- SerializeField]
- private float positionLerpTime = 0.2f;
- [Header("Rotation Settings"),
- Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation."), SerializeField]
- private AnimationCurve mouseSensitivityCurve =
- new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
- [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f),
- SerializeField]
- private float rotationLerpTime = 0.01f;
- [Tooltip("Whether or not to invert our Y axis for mouse input to rotation."), SerializeField]
- private bool invertY;
- [SerializeField] InputReceiver playerInput;
- private readonly CameraState m_TargetCameraState = new CameraState();
- private readonly CameraState m_InterpolatingCameraState = new CameraState();
- private readonly CameraState m_InitialCameraState = new CameraState();
- Vector2 inputMovement;
- Vector2 inputLook;
- Vector3? inputPosition;
- Quaternion? inputRotation;
- protected void Awake()
- {
- playerInput.onDeviceChange += OnDeviceChange;
- m_InitialCameraState.SetFromTransform(transform);
- // Need to set enable the flag to receive touch screen event from mobile devices.
- EnhancedTouchSupport.Enable();
- }
- void OnDeviceChange(InputDevice device, InputDeviceChange change)
- {
- switch (change)
- {
- case InputDeviceChange.Added:
- {
- playerInput.PerformPairingWithDevice(device);
- return;
- }
- case InputDeviceChange.Removed:
- {
- playerInput.UnpairDevices(device);
- return;
- }
- }
- }
- private void OnEnable()
- {
- m_TargetCameraState.SetFromTransform(transform);
- m_InterpolatingCameraState.SetFromTransform(transform);
- }
- private void FixedUpdate()
- {
- // Tracked Device
- if(inputPosition.HasValue && inputRotation.HasValue)
- {
- transform.position = inputPosition.Value;
- transform.rotation = inputRotation.Value;
- return;
- }
- UpdateTargetCameraStateDirection(inputMovement);
- UpdateTargetCameraStateFromInput(inputLook);
- // Framerate-independent interpolation
- // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
- var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
- var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
- m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
- m_InterpolatingCameraState.UpdateTransform(transform);
- }
- private void UpdateTargetCameraStateDirection(Vector2 input)
- {
- if (!invertY)
- {
- input.y *= -1;
- }
- var translation = Vector3.right * input.x * movementSensitivityFactor;
- translation += Vector3.back * input.y * movementSensitivityFactor;
- translation *= Mathf.Pow(2.0f, boost);
- m_TargetCameraState.Translate(translation);
- }
- private void UpdateTargetCameraStateFromInput(Vector2 input)
- {
- if (!invertY)
- {
- input.y *= -1;
- }
- float mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(input.magnitude);
- m_TargetCameraState.yaw += input.x * mouseSensitivityFactor;
- m_TargetCameraState.pitch += input.y * mouseSensitivityFactor;
- }
- public void OnControlsChanged()
- {
- }
- public void OnDeviceLost()
- {
- }
- public void OnDeviceRegained()
- {
- }
- public void OnMovement(InputAction.CallbackContext context)
- {
- inputMovement = context.ReadValue<Vector2>();
- }
- public void OnLook(InputAction.CallbackContext context)
- {
- inputLook = context.ReadValue<Vector2>();
- }
- public void OnResetCamera(InputAction.CallbackContext context)
- {
- m_InitialCameraState.UpdateTransform(transform);
- m_TargetCameraState.SetFromTransform(transform);
- m_InterpolatingCameraState.SetFromTransform(transform);
- }
- public void OnPosition(InputAction.CallbackContext context)
- {
- inputPosition = context.ReadValue<Vector3>();
- }
- public void OnRotate(InputAction.CallbackContext context)
- {
- inputRotation = context.ReadValue<Quaternion>();
- }
- }
- }
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