Camera tools

This commit is contained in:
Lillith Rose 2025-12-04 19:16:38 -05:00
parent 0a1852e0c9
commit e608e2a56b
17 changed files with 384 additions and 0 deletions

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CamToImage.meta Normal file
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using System.IO;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace gay.lilyy.PlaneCam
{
[AddComponentMenu("LillithRosePup/Camera To Image")]
[RequireComponent(typeof(Camera))]
public class PlaneCam : MonoBehaviour, VRC.SDKBase.IEditorOnly
{
private const string DefaultOutputImagePath = "Output.png";
public string outputImagePath = DefaultOutputImagePath;
[Tooltip("If set to a value greater than 0, the image will be scaled so its longest side matches this value while maintaining aspect ratio")]
public int longestSide = 1024;
}
#if UNITY_EDITOR
[CustomEditor(typeof(PlaneCam))]
public class PlaneCamEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("Capture Image"))
{
var camera = target as PlaneCam;
}
}
private void CaptureImage(PlaneCam camDef) {
var camera = camDef.GetComponent<Camera>();
float aspectRatio = camera.aspect;
int cameraWidth = camera.pixelWidth;
int cameraHeight = camera.pixelHeight;
int outputWidth, outputHeight;
if (aspectRatio > 1f)
{
outputHeight = cameraHeight;
outputWidth = Mathf.RoundToInt(cameraHeight * aspectRatio);
if (outputWidth > cameraWidth)
{
outputWidth = cameraWidth;
outputHeight = Mathf.RoundToInt(cameraWidth / aspectRatio);
}
}
else
{
outputWidth = cameraWidth;
outputHeight = Mathf.RoundToInt(cameraWidth / aspectRatio);
if (outputHeight > cameraHeight)
{
outputHeight = cameraHeight;
outputWidth = Mathf.RoundToInt(cameraHeight * aspectRatio);
}
}
// Scale to longest side if specified
if (camDef.longestSide > 0)
{
int currentLongestSide = Mathf.Max(outputWidth, outputHeight);
if (currentLongestSide != camDef.longestSide)
{
float scale = (float)camDef.longestSide / currentLongestSide;
outputWidth = Mathf.RoundToInt(outputWidth * scale);
outputHeight = Mathf.RoundToInt(outputHeight * scale);
}
}
var renderTexture = new RenderTexture(outputWidth, outputHeight, 24);
camera.targetTexture = renderTexture;
camera.Render();
var screenshot = new Texture2D(outputWidth, outputHeight, TextureFormat.ARGB32, false);
RenderTexture.active = renderTexture;
screenshot.ReadPixels(new Rect(0, 0, outputWidth, outputHeight), 0, 0);
screenshot.Apply();
RenderTexture.active = null;
camera.targetTexture = null;
renderTexture.Release();
var bytes = screenshot.EncodeToPNG();
File.WriteAllBytes("Assets/" + camDef.outputImagePath, bytes);
AssetDatabase.Refresh();
Debug.Log($"Image captured and saved to: Assets/{camDef.outputImagePath}. Aspect Ratio: {aspectRatio:F2} ({outputWidth}x{outputHeight})");
}
}
#endif
}

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using UnityEngine;
using UnityEditor;
using gay.lilyy.PlaneCam;
namespace gay.lilyy.PlaneCam.Editor
{
[InitializeOnLoad]
public class PlaneCamEditor
{
static PlaneCamEditor()
{
EditorApplication.update += UpdatePlaneCams;
}
static void UpdatePlaneCams()
{
PlaneCam[] planeCams = Object.FindObjectsOfType<PlaneCam>(true);
foreach (PlaneCam planeCam in planeCams)
{
if (planeCam == null || planeCam.target == null)
continue;
Camera cam = planeCam.GetComponent<Camera>();
if (cam == null)
continue;
// Get the bounds of the target plane
Bounds bounds = GetBounds(planeCam.target);
if (bounds.size.magnitude < 0.001f)
continue;
// Get plane normal and center
Vector3 planeNormal = GetPlaneNormal(planeCam.target, planeCam.direction);
Vector3 planeCenter = bounds.center;
// Calculate the plane's dimensions in its local space
// Project bounds size onto the plane's local axes
Transform planeTransform = planeCam.target.transform;
Vector3 localSize = bounds.size;
// Find the two dimensions that define the plane (ignore the smallest dimension)
// This assumes the plane is flat, so one dimension should be very small
float minDim = Mathf.Min(localSize.x, localSize.y, localSize.z);
float maxDim = Mathf.Max(localSize.x, localSize.y, localSize.z);
float midDim = localSize.x + localSize.y + localSize.z - minDim - maxDim;
// Use the larger of the two plane dimensions to ensure it fills the square viewport
float planeSize = Mathf.Max(maxDim, midDim);
// Set aspect ratio to 1:1 for square viewport
cam.aspect = 1.0f;
// Calculate distance and position
if (cam.orthographic)
{
cam.orthographicSize = planeSize * 0.5f;
// Position camera perpendicular to the plane
cam.transform.position = planeCenter - planeNormal * 10f; // Distance doesn't matter for orthographic
cam.transform.LookAt(planeCenter, planeTransform.up);
}
else
{
// For perspective camera, calculate distance based on FOV
// distance = (size/2) / tan(FOV/2)
float halfFOV = cam.fieldOfView * 0.5f * Mathf.Deg2Rad;
float distance = (planeSize * 0.5f) / Mathf.Tan(halfFOV);
// Position camera perpendicular to the plane, looking at center
cam.transform.position = planeCenter - planeNormal * distance;
cam.transform.LookAt(planeCenter, planeTransform.up);
}
}
}
static Bounds GetBounds(GameObject target)
{
Renderer renderer = target.GetComponent<Renderer>();
if (renderer != null)
{
return renderer.bounds;
}
// If no renderer, try to get bounds from collider
Collider collider = target.GetComponent<Collider>();
if (collider != null)
{
return collider.bounds;
}
// Fallback: use transform scale
return new Bounds(target.transform.position, target.transform.lossyScale);
}
static Vector3 GetPlaneNormal(GameObject target, PlaneDirection direction)
{
Transform t = target.transform;
// Use the specified direction setting
switch (direction)
{
case PlaneDirection.XPositive:
return t.right;
case PlaneDirection.XNegative:
return -t.right;
case PlaneDirection.YPositive:
return t.up;
case PlaneDirection.YNegative:
return -t.up;
case PlaneDirection.ZPositive:
return t.forward;
case PlaneDirection.ZNegative:
return -t.forward;
default:
return t.forward;
}
}
}
}

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using UnityEngine;
namespace gay.lilyy.PlaneCam
{
public enum PlaneDirection
{
XPositive,
XNegative,
YPositive,
YNegative,
ZPositive,
ZNegative
}
[AddComponentMenu("LillithRosePup/Plane Cam")]
[RequireComponent(typeof(Camera))]
public class PlaneCam : MonoBehaviour, VRC.SDKBase.IEditorOnly
{
public GameObject target;
public PlaneDirection direction = PlaneDirection.ZPositive;
}
}

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