Rasagar/Library/PackageCache/com.unity.cinemachine/Runtime/Core/LensSettings.cs
2024-08-26 23:07:20 +03:00

387 lines
17 KiB
C#

using UnityEngine;
using System;
#if CINEMACHINE_HDRP || CINEMACHINE_URP
#if CINEMACHINE_HDRP_7_3_1
using UnityEngine.Rendering.HighDefinition;
#else
#if CINEMACHINE_URP
using UnityEngine.Rendering.Universal;
#else
using UnityEngine.Experimental.Rendering.HDPipeline;
#endif
#endif
#endif
namespace Cinemachine
{
/// <summary>
/// Describes the FOV and clip planes for a camera. This generally mirrors the Unity Camera's
/// lens settings, and will be used to drive the Unity camera when the vcam is active.
/// </summary>
[Serializable]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public struct LensSettings
{
/// <summary>Default Lens Settings</summary>
public static LensSettings Default = new LensSettings(40f, 10f, 0.1f, 5000f, 0);
/// <summary>
/// This is the camera view in degrees. For cinematic people, a 50mm lens
/// on a super-35mm sensor would equal a 19.6 degree FOV
/// </summary>
[Range(1f, 179f)]
[Tooltip("This is the camera view in degrees. Display will be in vertical degress, unless the "
+ "associated camera has its FOV axis setting set to Horizontal, in which case display will "
+ "be in horizontal degress. Internally, it is always vertical degrees. "
+ "For cinematic people, a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV")]
public float FieldOfView;
/// <summary>
/// When using an orthographic camera, this defines the half-height, in world
/// co-ordinates, of the camera view.
/// </summary>
[Tooltip("When using an orthographic camera, this defines the half-height, in world "
+ "coordinates, of the camera view.")]
public float OrthographicSize;
/// <summary>
/// The near clip plane for this LensSettings
/// </summary>
[Tooltip("This defines the near region in the renderable range of the camera frustum. "
+ "Raising this value will stop the game from drawing things near the camera, which "
+ "can sometimes come in handy. Larger values will also increase your shadow resolution.")]
public float NearClipPlane;
/// <summary>
/// The far clip plane for this LensSettings
/// </summary>
[Tooltip("This defines the far region of the renderable range of the camera frustum. Typically "
+ "you want to set this value as low as possible without cutting off desired distant objects")]
public float FarClipPlane;
/// <summary>
/// The dutch (tilt) to be applied to the camera. In degrees
/// </summary>
[Range(-180f, 180f)]
[Tooltip("Camera Z roll, or tilt, in degrees.")]
public float Dutch;
/// <summary>
/// This enum controls how the Camera seetings are driven. Some settings
/// can be pulled from the main camera, or pushed to it, depending on these values.
/// </summary>
public enum OverrideModes
{
/// <summary> Perspective/Ortho, IsPhysical
/// will not be changed in Unity Camera. This is the default setting.</summary>
None = 0,
/// <summary>Orthographic projection mode will be pushed to the Unity Camera</summary>
Orthographic,
/// <summary>Perspective projection mode will be pushed to the Unity Camera</summary>
Perspective,
/// <summary>A physically-modeled Perspective projection type will be pushed
/// to the Unity Camera</summary>
Physical
}
/// <summary>
/// Allows you to select a different camera mode to apply to the Camera component
/// when Cinemachine activates this Virtual Camera. The changes applied to the Camera
/// component through this setting will remain after the Virtual Camera deactivation.
/// </summary>
[Tooltip("Allows you to select a different camera mode to apply to the Camera component "
+ "when Cinemachine activates this Virtual Camera. The changes applied to the Camera "
+ "component through this setting will remain after the Virtual Camera deactivation.")]
public OverrideModes ModeOverride;
/// <summary>
/// This is set every frame by the virtual camera, based on the value found in the
/// currently associated Unity camera.
/// Do not set this property. Instead, use the ModeOverride field to set orthographic mode.
/// </summary>
public bool Orthographic
{
get => ModeOverride == OverrideModes.Orthographic || ModeOverride == OverrideModes.None && m_OrthoFromCamera;
/// Obsolete: do not use
set { m_OrthoFromCamera = value; ModeOverride = value
? OverrideModes.Orthographic : OverrideModes.Perspective; }
}
/// <summary>
/// For physical cameras, this is the actual size of the image sensor (in mm); it is used to
/// convert between focal length and field of vue. For nonphysical cameras, it is the aspect ratio.
/// </summary>
public Vector2 SensorSize
{
get { return m_SensorSize; }
set { m_SensorSize = value; }
}
/// <summary>
/// Sensor aspect, not screen aspect. For nonphysical cameras, this is the same thing.
/// </summary>
public float Aspect { get { return SensorSize.y == 0 ? 1f : (SensorSize.x / SensorSize.y); } }
/// <summary>
/// This property will be true if the camera mode is set, either directly or
/// indirectly, to Physical Camera
/// Do not set this property. Instead, use the ModeOverride field to set physical mode.
/// </summary>
public bool IsPhysicalCamera
{
get { return ModeOverride == OverrideModes.Physical
|| ModeOverride == OverrideModes.None && m_PhysicalFromCamera; }
/// Obsolete: do not use
set { m_PhysicalFromCamera = value; ModeOverride = value
? OverrideModes.Physical : OverrideModes.Perspective; }
}
/// <summary>For physical cameras only: position of the gate relative to
/// the film back</summary>
public Vector2 LensShift;
/// <summary>For physical cameras only: how the image is fitted to the sensor
/// if the aspect ratios differ</summary>
public Camera.GateFitMode GateFit;
#if UNITY_2022_2_OR_NEWER
/// <summary>For physical cameras only: how far from the camera to the point
/// of sharpest focus</summary>
public float FocusDistance;
#endif
[SerializeField]
Vector2 m_SensorSize;
bool m_OrthoFromCamera;
bool m_PhysicalFromCamera;
#if CINEMACHINE_HDRP
public int Iso;
public float ShutterSpeed;
#if CINEMACHINE_HDRP_14
[Range(Camera.kMinAperture, Camera.kMaxAperture)]
public float Aperture;
[Range(Camera.kMinBladeCount, Camera.kMaxBladeCount)]
#else
[Range(HDPhysicalCamera.kMinAperture, HDPhysicalCamera.kMaxAperture)]
public float Aperture;
[Range(HDPhysicalCamera.kMinBladeCount, HDPhysicalCamera.kMaxBladeCount)]
#endif
public int BladeCount;
public Vector2 Curvature;
[Range(0, 1)]
public float BarrelClipping;
[Range(-1, 1)]
public float Anamorphism;
#endif
/// <summary>
/// Creates a new LensSettings, copying the values from the
/// supplied Camera
/// </summary>
/// <param name="fromCamera">The Camera from which the FoV, near
/// and far clip planes will be copied.</param>
/// <returns>The LensSettings as extracted from the supplied Camera</returns>
public static LensSettings FromCamera(Camera fromCamera)
{
LensSettings lens = Default;
if (fromCamera != null)
{
lens.FieldOfView = fromCamera.fieldOfView;
lens.OrthographicSize = fromCamera.orthographicSize;
lens.NearClipPlane = fromCamera.nearClipPlane;
lens.FarClipPlane = fromCamera.farClipPlane;
lens.LensShift = fromCamera.lensShift;
lens.GateFit = fromCamera.gateFit;
#if UNITY_2022_2_OR_NEWER
lens.FocusDistance = fromCamera.focusDistance;
#endif
lens.SnapshotCameraReadOnlyProperties(fromCamera);
#if CINEMACHINE_HDRP
if (lens.IsPhysicalCamera)
{
#if CINEMACHINE_HDRP_14
lens.Iso = fromCamera.iso;
lens.ShutterSpeed = fromCamera.shutterSpeed;
lens.Aperture = fromCamera.aperture;
lens.BladeCount = fromCamera.bladeCount;
lens.Curvature = fromCamera.curvature;
lens.BarrelClipping = fromCamera.barrelClipping;
lens.Anamorphism = fromCamera.anamorphism;
#else
var pc = new HDPhysicalCamera();
#if UNITY_2019_2_OR_NEWER
fromCamera.TryGetComponent<HDAdditionalCameraData>(out var hda);
#else
var hda = fromCamera.GetComponent<HDAdditionalCameraData>();
#endif
if (hda != null)
pc = hda.physicalParameters;
lens.Iso = pc.iso;
lens.ShutterSpeed = pc.shutterSpeed;
lens.Aperture = pc.aperture;
lens.BladeCount = pc.bladeCount;
lens.Curvature = pc.curvature;
lens.BarrelClipping = pc.barrelClipping;
lens.Anamorphism = pc.anamorphism;
#endif
}
#endif
}
return lens;
}
/// <summary>
/// Snapshot the properties that are read-only in the Camera
/// </summary>
/// <param name="camera">The Camera from which we will take the info</param>
public void SnapshotCameraReadOnlyProperties(Camera camera)
{
m_OrthoFromCamera = false;
m_PhysicalFromCamera = false;
if (camera != null && ModeOverride == OverrideModes.None)
{
m_OrthoFromCamera = camera.orthographic;
m_PhysicalFromCamera = camera.usePhysicalProperties;
m_SensorSize = camera.sensorSize;
GateFit = camera.gateFit;
}
if (IsPhysicalCamera)
{
// If uninitialized, do an initial pull from the camera
if (camera != null && m_SensorSize == Vector2.zero)
{
m_SensorSize = camera.sensorSize;
GateFit = camera.gateFit;
}
}
else
{
if (camera != null)
m_SensorSize = new Vector2(camera.aspect, 1f);
LensShift = Vector2.zero;
}
}
/// <summary>
/// Snapshot the properties that are read-only in the Camera
/// </summary>
/// <param name="lens">The LensSettings from which we will take the info</param>
public void SnapshotCameraReadOnlyProperties(ref LensSettings lens)
{
if (ModeOverride == OverrideModes.None)
{
m_OrthoFromCamera = lens.Orthographic;
m_SensorSize = lens.m_SensorSize;
m_PhysicalFromCamera = lens.IsPhysicalCamera;
}
if (!IsPhysicalCamera)
LensShift = Vector2.zero;
}
/// <summary>
/// Explicit constructor for this LensSettings
/// </summary>
/// <param name="verticalFOV">The Vertical field of view</param>
/// <param name="orthographicSize">If orthographic, this is the half-height of the screen</param>
/// <param name="nearClip">The near clip plane</param>
/// <param name="farClip">The far clip plane</param>
/// <param name="dutch">Camera roll, in degrees. This is applied at the end
/// after shot composition.</param>
public LensSettings(
float verticalFOV, float orthographicSize,
float nearClip, float farClip, float dutch) : this()
{
FieldOfView = verticalFOV;
OrthographicSize = orthographicSize;
NearClipPlane = nearClip;
FarClipPlane = farClip;
Dutch = dutch;
m_SensorSize = new Vector2(1, 1);
GateFit = Camera.GateFitMode.Horizontal;
#if UNITY_2022_2_OR_NEWER
FocusDistance = 10;
#endif
#if CINEMACHINE_HDRP
Iso = 200;
ShutterSpeed = 0.005f;
Aperture = 16;
BladeCount = 5;
Curvature = new Vector2(2, 11);
BarrelClipping = 0.25f;
Anamorphism = 0;
#endif
}
/// <summary>
/// Linearly blends the fields of two LensSettings and returns the result
/// </summary>
/// <param name="lensA">The LensSettings to blend from</param>
/// <param name="lensB">The LensSettings to blend to</param>
/// <param name="t">The interpolation value. Internally clamped to the range [0,1]</param>
/// <returns>Interpolated settings</returns>
public static LensSettings Lerp(LensSettings lensA, LensSettings lensB, float t)
{
t = Mathf.Clamp01(t);
LensSettings blendedLens = t < 0.5f ? lensA : lensB; // non-lerpable settings taken care of here
blendedLens.FarClipPlane = Mathf.Lerp(lensA.FarClipPlane, lensB.FarClipPlane, t);
blendedLens.NearClipPlane = Mathf.Lerp(lensA.NearClipPlane, lensB.NearClipPlane, t);
blendedLens.FieldOfView = Mathf.Lerp(lensA.FieldOfView, lensB.FieldOfView, t);
blendedLens.OrthographicSize = Mathf.Lerp(lensA.OrthographicSize, lensB.OrthographicSize, t);
blendedLens.Dutch = Mathf.Lerp(lensA.Dutch, lensB.Dutch, t);
blendedLens.m_SensorSize = Vector2.Lerp(lensA.m_SensorSize, lensB.m_SensorSize, t);
blendedLens.LensShift = Vector2.Lerp(lensA.LensShift, lensB.LensShift, t);
#if UNITY_2022_2_OR_NEWER
blendedLens.FocusDistance = Mathf.Lerp(lensA.FocusDistance, lensB.FocusDistance, t);
#endif
#if CINEMACHINE_HDRP
blendedLens.Iso = Mathf.RoundToInt(Mathf.Lerp((float)lensA.Iso, (float)lensB.Iso, t));
blendedLens.ShutterSpeed = Mathf.Lerp(lensA.ShutterSpeed, lensB.ShutterSpeed, t);
blendedLens.Aperture = Mathf.Lerp(lensA.Aperture, lensB.Aperture, t);
blendedLens.BladeCount = Mathf.RoundToInt(Mathf.Lerp(lensA.BladeCount, lensB.BladeCount, t));;
blendedLens.Curvature = Vector2.Lerp(lensA.Curvature, lensB.Curvature, t);
blendedLens.BarrelClipping = Mathf.Lerp(lensA.BarrelClipping, lensB.BarrelClipping, t);
blendedLens.Anamorphism = Mathf.Lerp(lensA.Anamorphism, lensB.Anamorphism, t);
#endif
return blendedLens;
}
/// <summary>Make sure lens settings are sane. Call this from OnValidate().</summary>
public void Validate()
{
FarClipPlane = Mathf.Max(FarClipPlane, NearClipPlane + 0.001f);
FieldOfView = Mathf.Clamp(FieldOfView, 0.01f, 179f);
m_SensorSize.x = Mathf.Max(m_SensorSize.x, 0.1f);
m_SensorSize.y = Mathf.Max(m_SensorSize.y, 0.1f);
#if UNITY_2022_2_OR_NEWER
FocusDistance = Mathf.Max(FocusDistance, 0.01f);
#endif
#if CINEMACHINE_HDRP
#if CINEMACHINE_HDRP_14
ShutterSpeed = Mathf.Max(0, ShutterSpeed);
Aperture = Mathf.Clamp(Aperture, Camera.kMinAperture, Camera.kMaxAperture);
BladeCount = Mathf.Clamp(BladeCount, Camera.kMinBladeCount, Camera.kMaxBladeCount);
BarrelClipping = Mathf.Clamp01(BarrelClipping);
Curvature.x = Mathf.Clamp(Curvature.x, Camera.kMinAperture, Camera.kMaxAperture);
Curvature.y = Mathf.Clamp(Curvature.y, Curvature.x, Camera.kMaxAperture);
Anamorphism = Mathf.Clamp(Anamorphism, -1, 1);
#else
ShutterSpeed = Mathf.Max(0, ShutterSpeed);
Aperture = Mathf.Clamp(Aperture, HDPhysicalCamera.kMinAperture, HDPhysicalCamera.kMaxAperture);
BladeCount = Mathf.Clamp(BladeCount, HDPhysicalCamera.kMinBladeCount, HDPhysicalCamera.kMaxBladeCount);
BarrelClipping = Mathf.Clamp01(BarrelClipping);
Curvature.x = Mathf.Clamp(Curvature.x, HDPhysicalCamera.kMinAperture, HDPhysicalCamera.kMaxAperture);
Curvature.y = Mathf.Clamp(Curvature.y, Curvature.x, HDPhysicalCamera.kMaxAperture);
Anamorphism = Mathf.Clamp(Anamorphism, -1, 1);
#endif
#endif
}
}
}