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2026-04-28 16:48:04 +08:00
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.EnhancedTouch;
namespace Unity.RenderStreaming.Samples
{
class SimpleCameraControllerV2 : MonoBehaviour
{
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(pitch, yaw, roll);
t.position = new Vector3(x, y, z);
}
}
[Header("Movement Settings"), Tooltip("Movement Sensitivity Factor."), Range(0.001f, 1f), SerializeField]
private float movementSensitivityFactor = 0.1f;
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel."), SerializeField]
private float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f),
SerializeField]
private float positionLerpTime = 0.2f;
[Header("Rotation Settings"),
Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation."), SerializeField]
private AnimationCurve mouseSensitivityCurve =
new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f),
SerializeField]
private float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation."), SerializeField]
private bool invertY;
[SerializeField] InputReceiver playerInput;
private readonly CameraState m_TargetCameraState = new CameraState();
private readonly CameraState m_InterpolatingCameraState = new CameraState();
private readonly CameraState m_InitialCameraState = new CameraState();
Vector2 inputMovement;
Vector2 inputLook;
Vector3? inputPosition;
Quaternion? inputRotation;
protected void Awake()
{
playerInput.onDeviceChange += OnDeviceChange;
m_InitialCameraState.SetFromTransform(transform);
// Need to set enable the flag to receive touch screen event from mobile devices.
EnhancedTouchSupport.Enable();
}
void OnDeviceChange(InputDevice device, InputDeviceChange change)
{
switch (change)
{
case InputDeviceChange.Added:
{
playerInput.PerformPairingWithDevice(device);
return;
}
case InputDeviceChange.Removed:
{
playerInput.UnpairDevices(device);
return;
}
}
}
private void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
private void FixedUpdate()
{
// Tracked Device
if (inputPosition.HasValue && inputRotation.HasValue)
{
transform.position = inputPosition.Value;
transform.rotation = inputRotation.Value;
return;
}
UpdateTargetCameraStateDirection(inputMovement);
UpdateTargetCameraStateFromInput(inputLook);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
private void UpdateTargetCameraStateDirection(Vector2 input)
{
if (!invertY)
{
input.y *= -1;
}
var translation = Vector3.right * input.x * movementSensitivityFactor;
translation += Vector3.back * input.y * movementSensitivityFactor;
translation *= Mathf.Pow(2.0f, boost);
m_TargetCameraState.Translate(translation);
}
private void UpdateTargetCameraStateFromInput(Vector2 input)
{
if (!invertY)
{
input.y *= -1;
}
float mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(input.magnitude);
m_TargetCameraState.yaw += input.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += input.y * mouseSensitivityFactor;
}
public void OnControlsChanged()
{
}
public void OnDeviceLost()
{
}
public void OnDeviceRegained()
{
}
public void OnMovement(InputAction.CallbackContext context)
{
inputMovement = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
inputLook = context.ReadValue<Vector2>();
}
public void OnResetCamera(InputAction.CallbackContext context)
{
m_InitialCameraState.UpdateTransform(transform);
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
public void OnPosition(InputAction.CallbackContext context)
{
inputPosition = context.ReadValue<Vector3>();
}
public void OnRotate(InputAction.CallbackContext context)
{
inputRotation = context.ReadValue<Quaternion>();
}
}
}