using System.Collections; using System.Collections.Generic; using Unity.Mathematics; using UnityEngine; namespace UnityEngine.Rendering { // All this is just a copy of C++ LODGroupManager code. internal static class LODGroupRenderingUtils { public static float CalculateFOVHalfAngle(float fieldOfView) { return Mathf.Tan(Mathf.Deg2Rad * fieldOfView * 0.5f); } public static float CalculateScreenRelativeMetric(LODParameters lodParams, float lodBias) { float screenRelativeMetric; if (lodParams.isOrthographic) { screenRelativeMetric = 2.0F * lodParams.orthoSize; } else { // Half angle at 90 degrees is 1.0 (So we skip halfAngle / 1.0 calculation) float halfAngle = CalculateFOVHalfAngle(lodParams.fieldOfView); screenRelativeMetric = 2.0f * halfAngle; } return screenRelativeMetric / lodBias; } public static float CalculatePerspectiveDistance(Vector3 objPosition, Vector3 camPosition, float sqrScreenRelativeMetric) { return Mathf.Sqrt(CalculateSqrPerspectiveDistance(objPosition, camPosition, sqrScreenRelativeMetric)); } public static float CalculateSqrPerspectiveDistance(Vector3 objPosition, Vector3 camPosition, float sqrScreenRelativeMetric) { return (objPosition - camPosition).sqrMagnitude * sqrScreenRelativeMetric; } public static Vector3 GetWorldReferencePoint(this LODGroup lodGroup) { return lodGroup.transform.TransformPoint(lodGroup.localReferencePoint); } public static float GetWorldSpaceScale(this LODGroup lodGroup) { Vector3 scale = lodGroup.transform.lossyScale; float largestAxis = Mathf.Abs(scale.x); largestAxis = Mathf.Max(largestAxis, Mathf.Abs(scale.y)); largestAxis = Mathf.Max(largestAxis, Mathf.Abs(scale.z)); return largestAxis; } public static float GetWorldSpaceSize(this LODGroup lodGroup) { return lodGroup.GetWorldSpaceScale() * lodGroup.size; } public static float CalculateLODDistance(float relativeScreenHeight, float size) { return size / relativeScreenHeight; } } }