forked from BilalY/Rasagar
68 lines
2.3 KiB
C#
68 lines
2.3 KiB
C#
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using Unity.Mathematics;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace UnityEngine.Rendering
|
||
|
{
|
||
|
// All this is just a copy of C++ LODGroupManager code.
|
||
|
internal static class LODGroupRenderingUtils
|
||
|
{
|
||
|
public static float CalculateFOVHalfAngle(float fieldOfView)
|
||
|
{
|
||
|
return Mathf.Tan(Mathf.Deg2Rad * fieldOfView * 0.5f);
|
||
|
}
|
||
|
|
||
|
public static float CalculateScreenRelativeMetric(LODParameters lodParams)
|
||
|
{
|
||
|
float screenRelativeMetric;
|
||
|
if (lodParams.isOrthographic)
|
||
|
{
|
||
|
screenRelativeMetric = 2.0F * lodParams.orthoSize;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Half angle at 90 degrees is 1.0 (So we skip halfAngle / 1.0 calculation)
|
||
|
float halfAngle = CalculateFOVHalfAngle(lodParams.fieldOfView);
|
||
|
screenRelativeMetric = 2.0f * halfAngle;
|
||
|
}
|
||
|
|
||
|
return screenRelativeMetric / QualitySettings.lodBias;
|
||
|
}
|
||
|
|
||
|
public static float CalculatePerspectiveDistance(Vector3 objPosition, Vector3 camPosition, float sqrScreenRelativeMetric)
|
||
|
{
|
||
|
return Mathf.Sqrt(CalculateSqrPerspectiveDistance(objPosition, camPosition, sqrScreenRelativeMetric));
|
||
|
}
|
||
|
|
||
|
public static float CalculateSqrPerspectiveDistance(Vector3 objPosition, Vector3 camPosition, float sqrScreenRelativeMetric)
|
||
|
{
|
||
|
return (objPosition - camPosition).sqrMagnitude * sqrScreenRelativeMetric;
|
||
|
}
|
||
|
|
||
|
public static Vector3 GetWorldReferencePoint(this LODGroup lodGroup)
|
||
|
{
|
||
|
return lodGroup.transform.TransformPoint(lodGroup.localReferencePoint);
|
||
|
}
|
||
|
|
||
|
public static float GetWorldSpaceScale(this LODGroup lodGroup)
|
||
|
{
|
||
|
Vector3 scale = lodGroup.transform.lossyScale;
|
||
|
float largestAxis = Mathf.Abs(scale.x);
|
||
|
largestAxis = Mathf.Max(largestAxis, Mathf.Abs(scale.y));
|
||
|
largestAxis = Mathf.Max(largestAxis, Mathf.Abs(scale.z));
|
||
|
return largestAxis;
|
||
|
}
|
||
|
|
||
|
public static float GetWorldSpaceSize(this LODGroup lodGroup)
|
||
|
{
|
||
|
return lodGroup.GetWorldSpaceScale() * lodGroup.size;
|
||
|
}
|
||
|
|
||
|
public static float CalculateLODDistance(float relativeScreenHeight, float size)
|
||
|
{
|
||
|
return size / relativeScreenHeight;
|
||
|
}
|
||
|
}
|
||
|
}
|