Unity3D Unity Camera摄像机类 - 相机的函数方法

Unity3D Unity Camera Class 摄像机

inherits from Behaviour

继承自 行为 类

 

A Camera is a device through which the player views the world

摄像机是一种设备, 通过它来看世界

 

A screen space point is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth, pixelHeight). The z position is in world units from the camera 屏幕空间点用像素定义. 屏幕的左下方为 (0, 0); 右上方为 (pixelWidth, pixelHeight). Z轴的位置是以世界单位衡量到摄像机的距离

 

A viewport space point is normalized and relative to the camera. The bottom-left of the camera is (0,0); the top-right is (1,1). The z position is in world units from the camera

视口空间点是规范化的并相对于摄像机的. 摄像机的左下方为 (0, 0); 右上方为 (1, 1).  Z轴的位置是以世界单位衡量到摄像机的距离

 

A world space point is defined in global coordinates (eg.Transform.position)

世界空间中是以全局坐标定义的 (例如 Transform.position)

 

See Also: camera component

参见: 摄像机组件

 

Variables 变量

fieldOfView

The field of view of the camera in degrees.

摄像机的视野, 以度为单位

 

nearClipPlane

The near clipping plane distance

近裁剪平面的距离

 

farClipPlane

The far clipping plane distance

远裁剪平面的距离

 

orthographicSize

 Camera's half-size when in orthographic mode.

 在正交模式下摄像机的一半尺寸

 

orthographic

Is the camera orthographic (true) or perspective (false)?

 摄像机是正交的 (真) 或透视的 (假)?

 

depth

Camera's depth in the camera rendering order

摄像机在渲染顺序上的深度

 

aspect

The aspect ratio (width divided by height)

长宽比 (宽度除以高度)

 

cullingMask

This is used to render parts of the scene selectively

用来选择性的渲染部分场景

backgroundColor

The color with which the screen will be cleared

屏幕将被清理为这个颜色

 

rect

Where on the screen is the camera rendered in normalized coordinates

摄像机被渲染到屏幕归一化坐标中的位置

 

pixelRect

Where on the screen is the camera rendered in pixel coordinates

摄像机被渲染到屏幕像素坐标中的位置

 

targetTexture

Destination render texture (Unity Pro only).

目标渲染纹理 (该方法只有 Unity 专业版提供)

 

pixelWidth

How wide is the camera in pixels (Read Only)

摄像机的像素宽度 (只读)

 

pixelHeight

How tall is the camera in pixels (Read Only)

摄像机的像素高度 (只读)

 

cameraToWorldMatrix

Matrix that transforms from camera space to world space (Read Only)

从摄像机空间到世界空间变换矩阵 (只读)

 

worldToCameraMatrix

Matrix that transforms from world to camera space

从世界到摄像机空间的变换矩阵

 

projectionMatrix

Set a custom projection matrix

设置一个自定义的投影矩阵

 

Velocity

Get the world-space speed of the camera (Read Only)

获取世界空间中摄像机的速度 (只读)

 

clearFlags

How the camera clears the background

摄像机如何清除背景

 

Functions 函数

 

ResetWorldToCameraMatrix

Make the rendering position reflect the camera's position in the scene

在场景中让渲染位置反映相机位置

 

ResetProjectionMatrix

Make the projection reflect normal camera's parameters

让投影反映正常的相机参数

 

ResetAspect

Revert the aspect ratio to the screen's aspect ratio

返回长宽比为屏幕的长宽比

 

WorldToScreenPoint

Transforms position from world space into screen space.

从世界空间到屏幕空间变换位置

 

WorldToViewportPoint

Transforms position from world space into viewport space.

从世界空间到视口空间变换位置

 

ViewportToWorldPoint

Transforms position from viewport space into world space.

从视口空间到世界空间变换位置

 

ScreenToWorldPoint

Transforms position from screen space into world space

从屏幕空间到世界空间变换位置

 

ScreenToViewportPoint

Transforms position from screen space into viewport space

从屏幕空间到视口空间变换位置

 

ViewportToScreenPoint

Transforms position from viewport space into screen space.

从视口空间到屏幕空间变换位置

 

ViewportPointToRay

Returns a ray going from camera through a viewport point.

返回从相机出发穿过视点的一个射线

 

ScreenPointToRay

Returns a ray going from camera through a screen point

返回从相机出发穿过屏幕点的一个射线

 

Render

Render the camera manually

手动渲染相机

 

RenderWithShader

Render the camera with shader replacement

用着色替换渲染相机

 

SetReplacementShader

Make the camera render with shader replacement

使相机用着色替换来渲染

 

ResetReplacementShader

Remove shader replacement from camera

从相机上删除着色替换

 

RenderToCubemap

Render into a cubemap from this camera

从这台相机渲染到一个立方体贴图

 

CopyFrom

Makes this camera's settings match other camera

使这台相机的设置与其他相机相同

 

Messages Sent 信息传递

 

OnPreCull

OnPreCull is called before a camera culls the scene

OnPreCull在相机开始裁剪场景之前调用

 

OnPreRender

OnPreRender is called before a camera starts rendering the scene

OnPreRender在相机开始渲染场景之前调用

 

OnPostRender

OnPostRender is called after a camera has finished rendering the scene

OnPostRender在相机渲染场景之后调用

 

OnRenderImage

OnRenderImage is called after all rendering is complete to render image

OnRenderImage在所有渲染完成后被调用, 来渲染图片

 

OnRenderObject

OnRenderObject is used to render your own objects usingGraphics.DrawMeshNow or other functions

OnRenderObject被用来渲染你自己的对象, 使用Graphics.DrawMeshNow或者其他函数

 

OnWillRenderObject

OnWillRenderObject is called once for each camera if the object is visible

如果对象可见, 每个相机都会调用OnWillRenderObject

 

Class Variables 类变量

main The first enabled camera tagged "MainCamera" (Read Only)

第一个启用的被标记为 "MainCamera" 的相机 (只读)

 

current

The camera we are currently rendering with, for low-level render control only (Read Only) 当前用于渲染的相机, 只用于低级的渲染控制 (只读)

 

allCameras

Returns all enabled cameras in the scene

返回场景中所有启用的相机

 

Inherited members 继承自成员

 

Inherited Variables 继承自变量

Object . Component . Behaviour

对象 . 组件 . 行为

 

Inherited Functions 继承自函数

Object . Component 对象 . 组件

 

Inherited Class Functions 继承自类函数

Object 对象

 

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