forked from BilalY/Rasagar
198 lines
8.2 KiB
C#
198 lines
8.2 KiB
C#
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using UnityEngine;
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using System;
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using UnityEditor;
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using System.Collections.Generic;
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#if CINEMACHINE_HDRP || CINEMACHINE_URP
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#if CINEMACHINE_HDRP_7_3_1
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using UnityEngine.Rendering.HighDefinition;
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#else
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#if CINEMACHINE_URP
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using UnityEngine.Rendering.Universal;
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#else
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using UnityEngine.Experimental.Rendering.HDPipeline;
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#endif
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#endif
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#endif
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namespace Cinemachine.Editor
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{
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/// <summary>
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/// User-definable named presets for lenses. This is a Singleton asset, available in editor only
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[Serializable]
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public sealed class CinemachineLensPresets : ScriptableObject
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{
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private static CinemachineLensPresets sInstance = null;
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private static bool alreadySearched = false;
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/// <summary>Get the singleton instance of this object, or null if it doesn't exist</summary>
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public static CinemachineLensPresets InstanceIfExists
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{
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get
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{
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if (!alreadySearched)
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{
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alreadySearched = true;
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var guids = AssetDatabase.FindAssets("t:CinemachineLensPresets");
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for (int i = 0; i < guids.Length && sInstance == null; ++i)
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sInstance = AssetDatabase.LoadAssetAtPath<CinemachineLensPresets>(
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AssetDatabase.GUIDToAssetPath(guids[i]));
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}
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return sInstance;
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}
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}
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/// <summary>Get the singleton instance of this object. Creates asset if nonexistant</summary>
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public static CinemachineLensPresets Instance
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{
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get
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{
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if (InstanceIfExists == null)
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{
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string newAssetPath = EditorUtility.SaveFilePanelInProject(
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"Create Lens Presets asset", "CinemachineLensPresets", "asset",
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"This editor-only file will contain the lens presets for this project");
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if (!string.IsNullOrEmpty(newAssetPath))
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{
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sInstance = CreateInstance<CinemachineLensPresets>();
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// Create some sample presets
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List<Preset> defaults = new List<Preset>();
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defaults.Add(new Preset() { m_Name = "21mm", m_FieldOfView = 60f } );
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defaults.Add(new Preset() { m_Name = "35mm", m_FieldOfView = 38f } );
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defaults.Add(new Preset() { m_Name = "58mm", m_FieldOfView = 23f } );
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defaults.Add(new Preset() { m_Name = "80mm", m_FieldOfView = 17f } );
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defaults.Add(new Preset() { m_Name = "125mm", m_FieldOfView = 10f } );
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sInstance.m_Presets = defaults.ToArray();
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AssetDatabase.CreateAsset(sInstance, newAssetPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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}
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return sInstance;
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}
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}
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/// <summary>Lens Preset</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[Serializable]
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public struct Preset
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{
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/// <summary>
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/// Name of the preset
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/// </summary>
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[Tooltip("Lens Name")]
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public string m_Name;
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/// <summary>
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/// This is the camera view in vertical degrees. For cinematic people, a 50mm lens
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/// on a super-35mm sensor would equal a 19.6 degree FOV
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/// </summary>
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[Range(1f, 179f)]
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[Tooltip("This is the camera view in vertical degrees. For cinematic people, "
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+ " a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV")]
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public float m_FieldOfView;
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}
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/// <summary>The array containing Preset definitions for nonphysical cameras</summary>
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[Tooltip("The array containing Preset definitions, for nonphysical cameras")]
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public Preset[] m_Presets = new Preset[0];
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/// <summary>Physical Lens Preset</summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[Serializable]
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public struct PhysicalPreset
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{
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/// <summary>
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/// Name of the preset
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/// </summary>
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[Tooltip("Lens Name")]
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public string m_Name;
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/// <summary>
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/// This is the camera focal length in mm
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/// </summary>
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[Tooltip("This is the camera focal length in mm")]
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public float m_FocalLength;
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/// <summary>Position of the gate relative to the film back</summary>
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public Vector2 LensShift;
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#if CINEMACHINE_HDRP
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public int Iso;
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public float ShutterSpeed;
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[Range(HDPhysicalCamera.kMinAperture, HDPhysicalCamera.kMaxAperture)]
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public float Aperture;
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[Range(HDPhysicalCamera.kMinBladeCount, HDPhysicalCamera.kMaxBladeCount)]
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public int BladeCount;
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public Vector2 Curvature;
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[Range(0, 1)]
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public float BarrelClipping;
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[Range(-1, 1)]
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public float Anamorphism;
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#endif
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}
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/// <summary>The array containing Preset definitions, for physical cameras</summary>
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[Tooltip("The array containing Preset definitions, for physical cameras")]
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public PhysicalPreset[] m_PhysicalPresets = new PhysicalPreset[0];
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/// <summary>Get the index of the preset that matches the lens settings</summary>
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/// <param name="verticalFOV">Vertical field of view</param>
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/// <returns>the preset index, or -1 if no matching preset</returns>
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public int GetMatchingPreset(float verticalFOV)
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{
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for (int i = 0; i < m_Presets.Length; ++i)
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if (Mathf.Approximately(m_Presets[i].m_FieldOfView, verticalFOV))
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return i;
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return -1;
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}
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/// <summary>Get the index of the physical preset that matches the lens settings</summary>
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/// <param name="focalLength">Focal length to match</param>
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/// <returns>the preset index, or -1 if no matching preset</returns>
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public int GetMatchingPhysicalPreset(float focalLength)
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{
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for (int i = 0; i < m_PhysicalPresets.Length; ++i)
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if (Mathf.Approximately(m_PhysicalPresets[i].m_FocalLength, focalLength))
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return i;
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return -1;
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}
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#if CINEMACHINE_HDRP
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/// <summary>Get the index of the physical preset that matches the lens settings</summary>
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/// <returns>the preset index, or -1 if no matching preset</returns>
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public int GetMatchingPhysicalPreset(
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float FocalLength,
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int Iso,
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float ShutterSpeed,
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float Aperture,
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int BladeCount,
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Vector2 Curvature,
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float BarrelClipping,
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float Anamorphism,
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Vector2 LensShift)
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{
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for (int i = 0; i < m_PhysicalPresets.Length; ++i)
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{
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if (Mathf.Approximately(m_PhysicalPresets[i].m_FocalLength, FocalLength)
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&& m_PhysicalPresets[i].Iso == Iso
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&& Mathf.Approximately(m_PhysicalPresets[i].ShutterSpeed, ShutterSpeed)
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&& Mathf.Approximately(m_PhysicalPresets[i].Aperture, Aperture)
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&& m_PhysicalPresets[i].BladeCount == BladeCount
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&& Mathf.Approximately(m_PhysicalPresets[i].Curvature.x, Curvature.x)
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&& Mathf.Approximately(m_PhysicalPresets[i].Curvature.y, Curvature.y)
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&& Mathf.Approximately(m_PhysicalPresets[i].BarrelClipping, BarrelClipping)
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&& Mathf.Approximately(m_PhysicalPresets[i].Anamorphism, Anamorphism)
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&& Mathf.Approximately(m_PhysicalPresets[i].LensShift.x, LensShift.x)
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&& Mathf.Approximately(m_PhysicalPresets[i].LensShift.y, LensShift.y))
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{
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return i;
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}
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}
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return -1;
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}
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#endif
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}
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}
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