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