using System.ComponentModel; using UnityEngine.InputSystem.LowLevel; namespace UnityEngine.InputSystem.Processors { [DesignTimeVisible(false)] internal class CompensateRotationProcessor : InputProcessor { 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; } }