forked from BilalY/Rasagar
35 lines
1.3 KiB
C#
35 lines
1.3 KiB
C#
using System.ComponentModel;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem.Processors
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{
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[DesignTimeVisible(false)]
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internal class CompensateRotationProcessor : InputProcessor<Quaternion>
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{
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public override Quaternion Process(Quaternion value, InputControl control)
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{
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if (!InputSystem.settings.compensateForScreenOrientation)
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return value;
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const float kSqrtOfTwo = 1.4142135623731f;
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var q = Quaternion.identity;
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switch (InputRuntime.s_Instance.screenOrientation)
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{
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case ScreenOrientation.PortraitUpsideDown: q = new Quaternion(0.0f, 0.0f, 1.0f /*sin(pi/2)*/, 0.0f /*cos(pi/2)*/); break;
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case ScreenOrientation.LandscapeLeft: q = new Quaternion(0.0f, 0.0f, kSqrtOfTwo * 0.5f /*sin(pi/4)*/, -kSqrtOfTwo * 0.5f /*cos(pi/4)*/); break;
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case ScreenOrientation.LandscapeRight: q = new Quaternion(0.0f, 0.0f, -kSqrtOfTwo * 0.5f /*sin(3pi/4)*/, -kSqrtOfTwo * 0.5f /*cos(3pi/4)*/); break;
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}
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return value * q;
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}
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public override string ToString()
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{
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return "CompensateRotation()";
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}
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public override CachingPolicy cachingPolicy => CachingPolicy.EvaluateOnEveryRead;
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}
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}
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