블로그 이미지
Every unexpected event is a path to learning for you. blueasa

카테고리

분류 전체보기 (2797)
Unity3D (853)
Programming (479)
Server (33)
Unreal (4)
Gamebryo (56)
Tip & Tech (185)
협업 (61)
3DS Max (3)
Game (12)
Utility (68)
Etc (98)
Link (32)
Portfolio (19)
Subject (90)
iOS,OSX (55)
Android (14)
Linux (5)
잉여 프로젝트 (2)
게임이야기 (3)
Memories (20)
Interest (38)
Thinking (38)
한글 (30)
PaperCraft (5)
Animation (408)
Wallpaper (2)
재테크 (18)
Exercise (3)
나만의 맛집 (3)
냥이 (10)
육아 (16)
Total
Today
Yesterday

'render'에 해당되는 글 1건

  1. 2024.10.04 [펌] Render the view frustum of a camera in Unity

Unity 2021.3.44f1

----

 

Unity Editor의 Scene View에서 Camera의 View Frustum을 볼 수 있게 해주는 스크립트.

View Frustum을 보고 싶은 카메라에 Component로 넣고 실행하면 Scene View에 보인다.

 

using UnityEngine;

public class FrustumViewer : MonoBehaviour
{
// 에디터에서만 작동하도록 define
#if UNITY_EDITOR

    Camera m_Camera = null;
    Vector3[] m_nearCorners = new Vector3[4]; //Approx'd nearplane corners
    Vector3[] m_farCorners = new Vector3[4]; //Approx'd farplane corners
    Plane[] m_camPlanes = null;


    private void OnEnable()
    {
        m_Camera = this.GetComponent<Camera>();
    }

    void Update()
    {
        DrawFrustum(m_Camera);
    }

    void DrawFrustum(Camera _cam)
    {
        if (null == _cam)
            return;

        m_camPlanes = GeometryUtility.CalculateFrustumPlanes(_cam); //get planes from matrix

        Plane temp = m_camPlanes[1]; m_camPlanes[1] = m_camPlanes[2]; m_camPlanes[2] = temp; //swap [1] and [2] so the order is better for the loop
        for (int i = 0; i < 4; i++)
        {
            m_nearCorners[i] = Plane3Intersect(m_camPlanes[4], m_camPlanes[i], m_camPlanes[(i + 1) % 4]); //near corners on the created projection matrix
            m_farCorners[i] = Plane3Intersect(m_camPlanes[5], m_camPlanes[i], m_camPlanes[(i + 1) % 4]); //far corners on the created projection matrix
        }

        for (int i = 0; i < 4; i++)
        {
            Debug.DrawLine(m_nearCorners[i], m_nearCorners[(i + 1) % 4], Color.red, Time.deltaTime, true); //near corners on the created projection matrix
            Debug.DrawLine(m_farCorners[i], m_farCorners[(i + 1) % 4], Color.blue, Time.deltaTime, true); //far corners on the created projection matrix
            Debug.DrawLine(m_nearCorners[i], m_farCorners[i], Color.green, Time.deltaTime, true); //sides of the created projection matrix
        }
    }



    Vector3 Plane3Intersect(Plane p1, Plane p2, Plane p3)
    { 
        //get the intersection point of 3 planes
        return ((-p1.distance * Vector3.Cross(p2.normal, p3.normal)) +
                (-p2.distance * Vector3.Cross(p3.normal, p1.normal)) +
                (-p3.distance * Vector3.Cross(p1.normal, p2.normal))) /
                (Vector3.Dot(p1.normal, Vector3.Cross(p2.normal, p3.normal)));
    }

#endif
}

 

 

[참조] https://grrava.blogspot.com/2014/04/render-view-frustrum-of-camera-in-unity.html

 

Render the view frustum of a camera in Unity

When you select a camera in the Unity editor, gray lines indicate where the view frustum is. When it's deselected the lines are obviously no...

grrava.blogspot.com

 

반응형
Posted by blueasa
, |