IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Controls/Processors/CompensateRotationProcessor.cs

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2024-10-11 10:12:15 +08:00
using System.ComponentModel;
using UnityEngine.InputSystem.LowLevel;
namespace UnityEngine.InputSystem.Processors
{
[DesignTimeVisible(false)]
internal class CompensateRotationProcessor : InputProcessor<Quaternion>
{
public override Quaternion Process(Quaternion value, InputControl control)
{
if (!InputSystem.settings.compensateForScreenOrientation)
return value;
const float kSqrtOfTwo = 1.4142135623731f;
var q = Quaternion.identity;
switch (InputRuntime.s_Instance.screenOrientation)
{
case ScreenOrientation.PortraitUpsideDown: q = new Quaternion(0.0f, 0.0f, 1.0f /*sin(pi/2)*/, 0.0f /*cos(pi/2)*/); break;
case ScreenOrientation.LandscapeLeft: q = new Quaternion(0.0f, 0.0f, kSqrtOfTwo * 0.5f /*sin(pi/4)*/, -kSqrtOfTwo * 0.5f /*cos(pi/4)*/); break;
case ScreenOrientation.LandscapeRight: q = new Quaternion(0.0f, 0.0f, -kSqrtOfTwo * 0.5f /*sin(3pi/4)*/, -kSqrtOfTwo * 0.5f /*cos(3pi/4)*/); break;
}
return value * q;
}
public override string ToString()
{
return "CompensateRotation()";
}
public override CachingPolicy cachingPolicy => CachingPolicy.EvaluateOnEveryRead;
}
}