参考网址:https://blog.csdn.net/u014361280/article/details/102724242
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Debug 绘制camera的 视口、视锥 和 FOV
/// </summary>
///
[ExecuteInEditMode]
public class DrawLineCamereViewHelper : MonoBehaviour
{
public float _farDistance = 10;//远视口距离
public float _nearDistance = 3;//近视口距离
private Camera _camera;
private Transform _camTrans;
/// <summary>
/// 绘制图形
/// </summary>
void OnDrawGizmos()
{
//Debug.LogError("OnDrawGizmos");
if (_camera == null)
{
_camera = this.GetComponent<Camera>();
_camTrans = _camera.transform;
}
OnDrawFarView();
OnDrawNearView();
OnDrawFOV();
OnDrawConeOfCameraVision();
}
/// <summary>
/// 选中的时候显示绘制出图形
/// </summary>
void OnDrawGizmosSelected()
{
//Debug.Log("OnDrawGizmosSelected");
//if (_camera == null)
//{
// _camera = this.GetComponent<Camera>();
// _camTrans = _camera.transform;
//}
//OnDrawFarView();
//OnDrawNearView();
//OnDrawFOV();
//OnDrawConeOfCameraVision();
}
/// <summary>
/// 绘制较远的视口
/// </summary>
void OnDrawFarView()
{
Vector3[] corners = GetCorners(_farDistance);
// for debugging
Debug.DrawLine(corners[0], corners[1], Color.red); // UpperLeft -> UpperRight
Debug.DrawLine(corners[1], corners[3], Color.red); // UpperRight -> LowerRight
Debug.DrawLine(corners[3], corners[2], Color.red); // LowerRight -> LowerLeft
Debug.DrawLine(corners[2], corners[0], Color.red); // LowerLeft -> UpperLeft
//中心线
Vector3 vecStart = _camTrans.transform.position;
Vector3 vecEnd = vecStart;
vecEnd += _camTrans.forward * _farDistance;
Debug.DrawLine(vecStart, vecEnd, Color.red);
}
/// <summary>
/// 绘制较近的视口
/// </summary>
void OnDrawNearView()
{
Vector3[] corners = GetCorners(_nearDistance);
// for debugging
Debug.DrawLine(corners[0], corners[1], Color.green);//左上-右上
Debug.DrawLine(corners[1], corners[3], Color.green);//右上-右下
Debug.DrawLine(corners[3], corners[2], Color.green);//右下-左下
Debug.DrawLine(corners[2], corners[0], Color.green);//左下-左上
}
/// <summary>
/// 绘制 camera 的 FOV
/// </summary>
void OnDrawFOV()
{
float halfFOV = (_camera.fieldOfView * 0.5f) * Mathf.Deg2Rad;//一半fov
float halfHeight = _farDistance * Mathf.Tan(halfFOV);//distance距离位置,相机视口高度的一半
//起点
Vector3 vecStart = _camTrans.position;
//上中
Vector3 vecUpCenter = vecStart;
vecUpCenter.y -= halfHeight;
vecUpCenter.z += _farDistance;
//下中
Vector3 vecBottomCenter = vecStart;
vecBottomCenter.y += halfHeight;
vecBottomCenter.z += _farDistance;
Debug.DrawLine(vecStart, vecUpCenter, Color.blue);
Debug.DrawLine(vecStart, vecBottomCenter, Color.blue);
}
/// <summary>
/// 绘制 camera 的视锥 边沿
/// </summary>
void OnDrawConeOfCameraVision()
{
Vector3[] corners = GetCorners(_farDistance);
// for debugging
Debug.DrawLine(_camTrans.position, corners[1], Color.green); // UpperLeft -> UpperRight
Debug.DrawLine(_camTrans.position, corners[3], Color.green); // UpperRight -> LowerRight
Debug.DrawLine(_camTrans.position, corners[2], Color.green); // LowerRight -> LowerLeft
Debug.DrawLine(_camTrans.position, corners[0], Color.green); // LowerLeft -> UpperLeft
}
//获取相机视口四个角的坐标
//参数 distance 视口距离
Vector3[] GetCorners(float distance)
{
Vector3[] corners = new Vector3[4];
//fov为垂直视野 水平fov取决于视口的宽高比 以度为单位
float halfFOV = (_camera.fieldOfView * 0.5f) * Mathf.Deg2Rad;//一半fov
float aspect = _camera.aspect;//相机视口宽高比
float height = distance * Mathf.Tan(halfFOV);//distance距离位置,相机视口高度的一半
float width = height * aspect;//相机视口宽度的一半
//左上
corners[0] = _camTrans.position - (_camTrans.right * width);//相机坐标 - 视口宽的一半
corners[0] += _camTrans.up * height;//+视口高的一半
corners[0] += _camTrans.forward * distance;//+视口距离
// 右上
corners[1] = _camTrans.position + (_camTrans.right * width);//相机坐标 + 视口宽的一半
corners[1] += _camTrans.up * height;//+视口高的一半
corners[1] += _camTrans.forward * distance;//+视口距离
// 左下
corners[2] = _camTrans.position - (_camTrans.right * width);//相机坐标 - 视口宽的一半
corners[2] -= _camTrans.up * height;//-视口高的一半
corners[2] += _camTrans.forward * distance;//+视口距离
// 右下
corners[3] = _camTrans.position + (_camTrans.right * width);//相机坐标 + 视口宽的一半
corners[3] -= _camTrans.up * height;//-视口高的一半
corners[3] += _camTrans.forward * distance;//+视口距离
return corners;
}
}
判断这个点的是否在视锥体内?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnityPlane : MonoBehaviour
{
public Camera m_Camera;
public Transform m_Trans;
public void Update()
{
if(IsPointInFrustum(m_Trans.position))
{
Debug.LogError("在视锥体内xxxxxxxxxxxxxx");
}
else
{
Debug.LogError("不在视锥体内");
}
}
public bool IsPointInFrustum(Vector3 point)
{
Plane[] planes = GetFrustumPlanes();
for (int i = 0, iMax = planes.Length; i < iMax; ++i)
{
//判断一个点是否在平面的正方向上
if (!planes[i].GetSide(point))
{
return false;
}
}
return true;
}
Plane[] GetFrustumPlanes()
{
return GeometryUtility.CalculateFrustumPlanes(m_Camera);
}
}
移动物体即可实时监测物体的中心点是否在摄像机的视锥体内。如果是判断bounds是否在视锥体内,使用 GeometryUtility.TestPlanesAABB
参考:https://blog.csdn.net/wodownload2/article/details/103856541