摄像机折线裁剪算法参考
需要说明的是两点:
一、Plane.Raycast这个方法在参数Ray与Plane是平行状态的时候不会产生交点,返回值为false,同时参数enter赋值为0。如果参数Ray与Plane不是平行状态,那么就一定会产生交点,在这种情况下,如果Ray指向了Plane所处的方向,不管是Ray的direction与Plane的normal的点乘结果是否大于0,都会返回true,同时enter为正值,如果Ray的方向没有指向Plane,实际上Ray的direction的反方向也会与Plane产生交点,但是此时返回值为false,enter为负值。
二、当两个点都在Frustum外面的时候,如果基于这两个点的射线与Frustum之间没有焦点或者有焦点,但是交点位置不在这两个点之间,那么实际上这两个点之间的连线与Frustum就没有交点。
//折线裁剪
public static List<Line3D> GetCuttingLines(Line3D line, Camera cam)
{
if (line.points == null || line.points.Length < 2) return null;
List<Line3D> listCuttingLine = new List<Line3D>();
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(cam);
List<Vector3> curListPoint = new List<Vector3>();
bool inPre = true;
for (int i = 0; i < line.points.Length; i++)
{
bool inFrustum = true;
for (int k = 0; k < 6; k++)
{
if (!planes[k].GetSide(line.points[i]))
{
inFrustum = false;
break;
}
}
if (inFrustum)
{
if (curListPoint == null)
{
curListPoint = new List<Vector3>();
}
if (i == 0)
{
curListPoint.Add(line.points[i]);
}
else
{
if (!inPre)
{
float enterMin = float.MaxValue;
Ray ray = new Ray(line.points[i], line.points[i - 1] - line.points[i]);
foreach (Plane plane in planes)
{
if (Vector3.Dot(plane.normal, ray.direction) > 0) continue;
float enter;
if (plane.Raycast(ray, out enter))
{
if (enterMin > enter) enterMin = enter;
}
}
curListPoint.Add(ray.GetPoint(enterMin));
}
curListPoint.Add(line.points[i]);
if (i >= line.points.Length - 1)
{
Line3D lineCutting = new Line3D();
lineCutting.points = curListPoint.ToArray();
listCuttingLine.Add(lineCutting);
curListPoint = null;
}
}
//
inPre = true;
}
else
{
if (i == 0)
{
inPre = false;
}
else
{
if (inPre)
{
if (curListPoint != null)
{
float enterMin = float.MaxValue;
Ray ray = new Ray(line.points[i - 1], line.points[i] - line.points[i - 1]);
foreach (Plane plane in planes)
{
if (Vector3.Dot(plane.normal, ray.direction) > 0) continue;
float enter;
if (plane.Raycast(ray, out enter))
{
if (enterMin > enter) enterMin = enter;
}
}
curListPoint.Add(ray.GetPoint(enterMin));
Line3D lineCutting = new Line3D();
lineCutting.points = curListPoint.ToArray();
listCuttingLine.Add(lineCutting);
curListPoint = null;
}
}
else
{
float enterMin = float.MaxValue;
Vector3 direction = line.points[i] - line.points[i - 1];
Ray ray = new Ray(line.points[i - 1], direction);
Vector3 hitA = Vector3.zero;
foreach (Plane plane in planes)
{
if (Vector3.Dot(plane.normal, ray.direction) > 0) continue;
float enter;
if (plane.Raycast(ray, out enter))
{
if (enterMin > enter) enterMin = enter;
}
}
if (enterMin * enterMin > direction.sqrMagnitude) continue;
hitA = ray.GetPoint(enterMin);
enterMin = float.MaxValue;
ray = new Ray(line.points[i], -direction);
Vector3 hitB = Vector3.zero;
foreach (Plane plane in planes)
{
if (Vector3.Dot(plane.normal, ray.direction) > 0) continue;
float enter;
if (plane.Raycast(ray, out enter))
{
if (enterMin > enter) enterMin = enter;
}
}
if (enterMin * enterMin > direction.sqrMagnitude) continue;
hitB = ray.GetPoint(enterMin);
Vector3 hitCenter = (hitA + hitB) * 0.5f;
bool hitCenterIn = true;
for (int k = 0; k < 6; k++)
{
if (!planes[k].GetSide(hitCenter))
{
hitCenterIn = false;
break;
}
}
if (hitCenterIn)
{
Line3D lineCutting = new Line3D();
lineCutting.points = new Vector3[] { hitA, hitB };
listCuttingLine.Add(lineCutting);
}
}
}
//
inPre = false;
}
}
return listCuttingLine;
}
补充一个Line3D类:
using UnityEngine;
public class Line
{
public Color color = Color.white;
public bool close = false;
}
public class Line3D : Line
{
public Vector3[] points = new Vector3[] { };
}
public class Line2D : Line
{
public Vector2[] points = new Vector2[] { };
public float width = 2;
Vector3[] _ps3D;
public Vector3[] ps3D
{
get
{
_ps3D = new Vector3[points.Length];
for (int i = 0; i < points.Length; i++)
{
_ps3D[i] = points[i];
}
return _ps3D;
}
}
}