public class GLDraw : MonoBehaviour
{
public Camera camera;
private Transform camTrans;
private Matrix4x4 mat4 = Matrix4x4.identity;
// Use this for initialization
void Start ()
{
camTrans = camera.transform;
float cameraNear = camera.nearClipPlane;//近剪裁点
float cameraFar = camera.farClipPlane;//远剪裁点
float cameraFov = camera.fieldOfView;//视野范围
float cameraAspectRatio = camera.aspect;//相机宽长比
float halfFov = cameraFov * 0.5f;
Vector3 toRight = camTrans.right * cameraNear * Mathf.Tan(halfFov * Mathf.Deg2Rad) * cameraAspectRatio;
Vector3 toTop = camTrans.up * cameraNear * Mathf.Tan(halfFov * Mathf.Deg2Rad);
Vector3 topLeft = camTrans.forward * cameraNear + (toTop + (-toRight));
float cameraScale = topLeft.magnitude * cameraFar / cameraNear;
topLeft.Normalize();
topLeft *= cameraScale;
Vector3 topRight = camTrans.forward * cameraNear + (toTop + toRight);
topRight.Normalize();
topRight *= cameraScale;
Vector3 bottomRight = camTrans.forward * cameraNear + (toRight + (-toTop));
bottomRight.Normalize();
bottomRight *= cameraScale;
Vector3 bottomLeft = camTrans.forward * cameraNear +((-toRight) + (-toTop));
bottomLeft.Normalize();
bottomLeft *= cameraScale;
mat4.SetRow(0, topLeft);
mat4.SetRow(1, topRight);
mat4.SetRow(2, bottomRight);
mat4.SetRow(3, bottomLeft);
}
}
计算相机近剪裁的矩阵
最新推荐文章于 2024-05-17 14:41:15 发布