Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Editor/Utility/CinemachineLensPresets.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

198 lines
8.2 KiB
C#

using UnityEngine;
using System;
using UnityEditor;
using System.Collections.Generic;
#if CINEMACHINE_HDRP || CINEMACHINE_LWRP_7_3_1
#if CINEMACHINE_HDRP_7_3_1
using UnityEngine.Rendering.HighDefinition;
#else
#if CINEMACHINE_LWRP_7_3_1
using UnityEngine.Rendering.Universal;
#else
using UnityEngine.Experimental.Rendering.HDPipeline;
#endif
#endif
#endif
namespace Cinemachine.Editor
{
/// <summary>
/// User-definable named presets for lenses. This is a Singleton asset, available in editor only
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public sealed class CinemachineLensPresets : ScriptableObject
{
private static CinemachineLensPresets sInstance = null;
private static bool alreadySearched = false;
/// <summary>Get the singleton instance of this object, or null if it doesn't exist</summary>
public static CinemachineLensPresets InstanceIfExists
{
get
{
if (!alreadySearched)
{
alreadySearched = true;
var guids = AssetDatabase.FindAssets("t:CinemachineLensPresets");
for (int i = 0; i < guids.Length && sInstance == null; ++i)
sInstance = AssetDatabase.LoadAssetAtPath<CinemachineLensPresets>(
AssetDatabase.GUIDToAssetPath(guids[i]));
}
return sInstance;
}
}
/// <summary>Get the singleton instance of this object. Creates asset if nonexistant</summary>
public static CinemachineLensPresets Instance
{
get
{
if (InstanceIfExists == null)
{
string newAssetPath = EditorUtility.SaveFilePanelInProject(
"Create Lens Presets asset", "CinemachineLensPresets", "asset",
"This editor-only file will contain the lens presets for this project");
if (!string.IsNullOrEmpty(newAssetPath))
{
sInstance = CreateInstance<CinemachineLensPresets>();
// Create some sample presets
List<Preset> defaults = new List<Preset>();
defaults.Add(new Preset() { m_Name = "21mm", m_FieldOfView = 60f } );
defaults.Add(new Preset() { m_Name = "35mm", m_FieldOfView = 38f } );
defaults.Add(new Preset() { m_Name = "58mm", m_FieldOfView = 23f } );
defaults.Add(new Preset() { m_Name = "80mm", m_FieldOfView = 17f } );
defaults.Add(new Preset() { m_Name = "125mm", m_FieldOfView = 10f } );
sInstance.m_Presets = defaults.ToArray();
AssetDatabase.CreateAsset(sInstance, newAssetPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
return sInstance;
}
}
/// <summary>Lens Preset</summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct Preset
{
/// <summary>
/// Name of the preset
/// </summary>
[Tooltip("Lens Name")]
public string m_Name;
/// <summary>
/// This is the camera view in vertical 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 vertical degrees. For cinematic people, "
+ " a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV")]
public float m_FieldOfView;
}
/// <summary>The array containing Preset definitions for nonphysical cameras</summary>
[Tooltip("The array containing Preset definitions, for nonphysical cameras")]
public Preset[] m_Presets = new Preset[0];
/// <summary>Physical Lens Preset</summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct PhysicalPreset
{
/// <summary>
/// Name of the preset
/// </summary>
[Tooltip("Lens Name")]
public string m_Name;
/// <summary>
/// This is the camera focal length in mm
/// </summary>
[Tooltip("This is the camera focal length in mm")]
public float m_FocalLength;
/// <summary>Position of the gate relative to the film back</summary>
public Vector2 LensShift;
#if CINEMACHINE_HDRP
public int Iso;
public float ShutterSpeed;
[Range(HDPhysicalCamera.kMinAperture, HDPhysicalCamera.kMaxAperture)]
public float Aperture;
[Range(HDPhysicalCamera.kMinBladeCount, HDPhysicalCamera.kMaxBladeCount)]
public int BladeCount;
public Vector2 Curvature;
[Range(0, 1)]
public float BarrelClipping;
[Range(-1, 1)]
public float Anamorphism;
#endif
}
/// <summary>The array containing Preset definitions, for physical cameras</summary>
[Tooltip("The array containing Preset definitions, for physical cameras")]
public PhysicalPreset[] m_PhysicalPresets = new PhysicalPreset[0];
/// <summary>Get the index of the preset that matches the lens settings</summary>
/// <param name="verticalFOV">Vertical field of view</param>
/// <returns>the preset index, or -1 if no matching preset</returns>
public int GetMatchingPreset(float verticalFOV)
{
for (int i = 0; i < m_Presets.Length; ++i)
if (Mathf.Approximately(m_Presets[i].m_FieldOfView, verticalFOV))
return i;
return -1;
}
/// <summary>Get the index of the physical preset that matches the lens settings</summary>
/// <param name="focalLength">Focal length to match</param>
/// <returns>the preset index, or -1 if no matching preset</returns>
public int GetMatchingPhysicalPreset(float focalLength)
{
for (int i = 0; i < m_PhysicalPresets.Length; ++i)
if (Mathf.Approximately(m_PhysicalPresets[i].m_FocalLength, focalLength))
return i;
return -1;
}
#if CINEMACHINE_HDRP
/// <summary>Get the index of the physical preset that matches the lens settings</summary>
/// <returns>the preset index, or -1 if no matching preset</returns>
public int GetMatchingPhysicalPreset(
float FocalLength,
int Iso,
float ShutterSpeed,
float Aperture,
int BladeCount,
Vector2 Curvature,
float BarrelClipping,
float Anamorphism,
Vector2 LensShift)
{
for (int i = 0; i < m_PhysicalPresets.Length; ++i)
{
if (Mathf.Approximately(m_PhysicalPresets[i].m_FocalLength, FocalLength)
&& m_PhysicalPresets[i].Iso == Iso
&& Mathf.Approximately(m_PhysicalPresets[i].ShutterSpeed, ShutterSpeed)
&& Mathf.Approximately(m_PhysicalPresets[i].Aperture, Aperture)
&& m_PhysicalPresets[i].BladeCount == BladeCount
&& Mathf.Approximately(m_PhysicalPresets[i].Curvature.x, Curvature.x)
&& Mathf.Approximately(m_PhysicalPresets[i].Curvature.y, Curvature.y)
&& Mathf.Approximately(m_PhysicalPresets[i].BarrelClipping, BarrelClipping)
&& Mathf.Approximately(m_PhysicalPresets[i].Anamorphism, Anamorphism)
&& Mathf.Approximately(m_PhysicalPresets[i].LensShift.x, LensShift.x)
&& Mathf.Approximately(m_PhysicalPresets[i].LensShift.y, LensShift.y))
{
return i;
}
}
return -1;
}
#endif
}
}