获取相机不同距离的视口矩形
发布时间:2020-12-15 19:51:29 所属栏目:百科 来源:网络整理
导读:using UnityEngine;using System.Collections; public class CameraView : MonoBehaviour { private Camera theCamera; //距离摄像机8.5米 用黄色表示 public float upperDistance = 8.5f; //距离摄像机12米 用红色表示 public float lowerDistance = 12.0f;
using UnityEngine; using System.Collections; public class CameraView : MonoBehaviour { private Camera theCamera; //距离摄像机8.5米 用黄色表示 public float upperDistance = 8.5f; //距离摄像机12米 用红色表示 public float lowerDistance = 12.0f; private Transform tx; void Start (){ if ( !theCamera ) { theCamera = Camera.main; } tx = theCamera.transform; } void Update (){ FindUpperCorners(); FindLowerCorners(); } void FindUpperCorners (){ Vector3[] corners = GetCorners( upperDistance ); // for debugging Debug.DrawLine( corners[0],corners[1],Color.yellow ); // UpperLeft -> UpperRight Debug.DrawLine( corners[1],corners[3],Color.yellow ); // UpperRight -> LowerRight Debug.DrawLine( corners[3],corners[2],Color.yellow ); // LowerRight -> LowerLeft Debug.DrawLine( corners[2],corners[0],Color.yellow ); // LowerLeft -> UpperLeft } void FindLowerCorners (){ Vector3[] corners = GetCorners( lowerDistance ); // for debugging Debug.DrawLine( corners[0],Color.red ); Debug.DrawLine( corners[1],Color.red ); Debug.DrawLine( corners[3],Color.red ); Debug.DrawLine( corners[2],Color.red ); } Vector3[] GetCorners ( float distance ){ Vector3[] corners = new Vector3[ 4 ]; float halfFOV = ( theCamera.fieldOfView * 0.5f ) * Mathf.Deg2Rad; float aspect = theCamera.aspect; float height = distance * Mathf.Tan( halfFOV ); float width = height * aspect; // UpperLeft corners[ 0 ] = tx.position - ( tx.right * width ); corners[ 0 ] += tx.up * height; corners[ 0 ] += tx.forward * distance; // UpperRight corners[ 1 ] = tx.position + ( tx.right * width ); corners[ 1 ] += tx.up * height; corners[ 1 ] += tx.forward * distance; // LowerLeft corners[ 2 ] = tx.position - ( tx.right * width ); corners[ 2 ] -= tx.up * height; corners[ 2 ] += tx.forward * distance; // LowerRight corners[ 3 ] = tx.position + ( tx.right * width ); corners[ 3 ] -= tx.up * height; corners[ 3 ] += tx.forward * distance; return corners; } } (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |