这种的在实际情况运用的时候,宁愿少剔除一点让他显示出来,也不能剔除多了让本来模型还有一点在视野内的模型隐藏了。
看坐标点是否在相机视野前面
看模型在相机视口下坐标点是否不在Z裁剪空间内
模型在相机视口坐标下坐标x,y是否超出边界
判断坐标点:(xmax,ymax,zmax),(xmin,ymin,zmin),模型中心点
获得max和min点
可以有两个方法:
1、获取meshFilter组件,获取顶点数据,遍历顶点,将坐标点最大最小的那个记录一下。
2、用现有的API,计算模型Bounds,可以获取到最小和最大的那个点。
private void GetRenderableBoundsRecurse(ref Bounds bounds, GameObject go)
{
MeshRenderer meshRenderer = go.GetComponent(typeof(MeshRenderer)) as MeshRenderer;
MeshFilter meshFilter = go.GetComponent(typeof(MeshFilter)) as MeshFilter;
if (meshRenderer && meshFilter && meshFilter.sharedMesh)
{
if (bounds == null || bounds.extents == Vector3.zero)
{
bounds = meshRenderer.bounds;
}
else
{
// 扩展包围盒,以让包围盒能够包含另一个包围盒
bounds.Encapsulate(meshRenderer.bounds);
}
}
SkinnedMeshRenderer skinnedMeshRenderer = go.GetComponent(typeof(SkinnedMeshRenderer)) as SkinnedMeshRenderer;
if (skinnedMeshRenderer && skinnedMeshRenderer.sharedMesh)
{
if (bounds.extents == Vector3.zero)
{
bounds = skinnedMeshRenderer.bounds;
}
else
{
bounds.Encapsulate(skinnedMeshRenderer.bounds);
}
}
foreach (Transform transform in go.transform)
{
GetRenderableBoundsRecurse(ref bounds, transform.gameObject);
}
}
bounds.max,bounds.min
这里就不判断x,y了,和z判断是一样的
public bool IsPointInViewport(GameObject go)
{
// 是否在视野前方
bool result1 = true;
Vector3 worldPos = go.transform.position;
worldPos.y = m_MainCamera.transform.position.y;
float dot = Vector3.Dot(m_MainCamera.transform.forward, (worldPos - m_MainCamera.transform.position).normalized);
result1 = dot > 0;
// 是否在远近平面内
bool result2 = false;
Vector3 posViewport = m_MainCamera.WorldToViewportPoint(worldPos);
Bounds bounds = new Bounds();
GetRenderableBoundsRecurse(ref bounds,go);
Vector3 maxViewport = m_MainCamera.WorldToViewportPoint(bounds.max);
Vector3 minViewport = m_MainCamera.WorldToViewportPoint(bounds.min);
if (
(posViewport.z >= m_MainCamera.nearClipPlane && posViewport.z <= m_MainCamera.farClipPlane)
||
(minViewport.z>=m_MainCamera.nearClipPlane && minViewport.z<=m_MainCamera.farClipPlane)
||
(maxViewport.z>=m_MainCamera.nearClipPlane && maxViewport.z<=m_MainCamera.farClipPlane)
)
{
result2 = true;
}
// 综合判断
bool result = result1 && result2;
return result;
}