摄像机分为两种,一种是正交摄像机还有一种是透视摄像机。正交摄像机无论远近它的视口范围永远是固定的,但是透视摄像机是由原点向外扩散性发射,也就是距离越远它的视口区域也就越大。那么我们如何获取距离摄像机任意距离的视口区域呢?如下图所示,分别用红色和黄色两种颜色将计算出来的视口区域标记了出来。
下面上代码,把如下脚本挂在摄像机出直接运行游戏即可看到。
using UnityEngine;
using System.Collections;
public class Demo : MonoBehaviour
{
private Camera theCamera;
//距离摄像机8.5米 用黄色表示
public float upperDistance = 1.0f;
//距离摄像机30米 用红色表示
public float lowerDistance = 20.0f;
private Transform tx;
private bool isFirst = true;
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], corners[1], Color.red);
Debug.DrawLine(corners[1], corners[3], Color.red);
Debug.DrawLine(corners[3], corners[2], Color.red);
Debug.DrawLine(corners[2], corners[0], Color.red);
//if (isFirst == false)
// return;
Vector3 cornersFirst = (corners[0] + corners[1])/2;
Vector3 cornersSecord = (corners[2] + corners[3])/2;
Vector3 finalCorners = (cornersFirst + cornersSecord) / 2;
Debug.LogWarning("finalCorners.x = " + finalCorners.x + ",finalCorners.y =" + finalCorners.y + ",finalCorners.z = " + finalCorners.z);
GameObject obj = GameObject.FindWithTag("BattleBg");
obj.transform.position = finalCorners;
GameObject cameraParent = GameObject.Find("SmartCamera");
if (null == cameraParent)
return;
Debug.LogWarning("world , UpperLeft, corners[0].x = " + corners[0].x + ",[0].y = " + corners[0].y + ",[0].z = " + corners[0].z);
Debug.LogWarning("world , UpperRight, corners[1].x = " + corners[1].x + ",[1].y = " + corners[1].y + ",[1].z = " + corners[1].z);
Debug.LogWarning("world, LowerLeft, corners[2].x = " + corners[2].x + ",[2].y = " + corners[2].y + ",[2].z = " + corners[2].z);
Debug.LogWarning("world , LowerRight,corners[3].x = " + corners[3].x + ",[3].y = " + corners[3].y + ",[3].z = " + corners[3].z);
Vector3 screenPoint1 = Camera.main.WorldToScreenPoint(corners[0]);
Vector3 screenPoint2 = Camera.main.WorldToScreenPoint(corners[1]);
Vector3 screenPoint3 = Camera.main.WorldToScreenPoint(corners[2]);
Vector3 screenPoint4 = Camera.main.WorldToScreenPoint(corners[3]);
Debug.LogWarning("screen , UpperLeft, screenPoint1.x = " + screenPoint1.x + ",y = " + screenPoint1.y + ",z = " + screenPoint1.z);
Debug.LogWarning("screen , UpperRight, screenPoint2.x = " + screenPoint2.x + ",y = " + screenPoint2.y + ",z = " + screenPoint2.z);
Debug.LogWarning("screen, LowerLeft, screenPoint3.x = " + screenPoint3.x + ",y = " + screenPoint3.y + ",z = " + screenPoint3.z);
Debug.LogWarning("screen , LowerRight, screenPoint4.x = " + screenPoint4.x + ",y = " + screenPoint4.y + ",z = " + screenPoint4.z);
Vector3 meshVec = obj.GetComponent<MeshFilter>().mesh.bounds.size;
Vector3 meshRender = obj.GetComponent<MeshRenderer>().bounds.size;
//Old
Quaternion quaternion = cameraParent.transform.rotation;
Vector3 euler = quaternion.eulerAngles;
Vector3 finalVec = new Vector3(90 - euler.x, euler.y - 180, euler.z);
quaternion = Quaternion.Euler(finalVec);
obj.transform.rotation = quaternion;
//New error
//obj.transform.LookAt(cameraParent.transform);
//Quaternion quaternion = obj.transform.rotation;
//Vector3 euler = quaternion.eulerAngles;
//Vector3 finalVec = new Vector3(euler.x , euler.y , euler.z);
//quaternion = Quaternion.Euler(finalVec);
//obj.transform.rotation = quaternion;
//TODO
//obj.transform.localScale = new Vector3(2.81f, 1f, 1.27f);
float finalHeight = 1.27f;
float finalWidth = theCamera.aspect * finalHeight;
obj.transform.localScale = new Vector3(finalWidth, 1f, finalHeight);
//isFirst =false;
}
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;
}
}
这个脚本是我在逛国外网站无意间发现的,我这里翻译成了C#语言。http://answers.unity3d.com/questions/509466/scale-box-collider-to-camera-view-1.html?sort=oldest
我们可以根据文章里的算法计算出视口3D的坐标点,有了坐标信息那么想干什么都好干了,呵呵。
- 本文固定链接: http://www.xuanyusong.com/archives/3036
- 转载请注明: 雨松MOMO 2014年07月31日 于 雨松MOMO程序研究院 发表

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