Camera翻译:Yīm
- actualRenderingPath
- allCameras
- aspect
- backgroundColor
- cameraToWorldMatrix
- clearFlags
- CopyFrom
- cullingMask
- current
- depthTextureMode
- depth
- farClipPlane
- fieldOfView
- layerCullDistances
- main
- nearClipPlane
- OnPostRender
- OnPreCull
- OnPreRender
- OnRenderImage
- OnRenderObject
- OnWillRenderObject
- orthographicSize
- orthographic
- pixelHeight
- pixelRect
- pixelWidth
- projectionMatrix
- rect
- renderingPath
- RenderToCubemap
- RenderWithShader
- Render
- ResetAspect
- ResetProjectionMatrix
- ResetReplacementShader
- ResetWorldToCameraMatrix
- ScreenPointToRay
- ScreenToViewportPoint
- ScreenToWorldPoint
- SetReplacementShader
- targetTexture
- velocity
- ViewportPointToRay
- ViewportToScreenPoint
- ViewportToWorldPoint
- worldToCameraMatrix
- WorldToScreenPoint
- WorldToViewportPoint
Camera 摄像机
Inherits from Behaviour
A Camera is a device through which the player views the world.
Camera是一个设备,玩家通过它看世界。
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,屏幕的左下为(0,0);右上是(PixelWidth,pixelHeight).Z的位置是以世界单位衡量的到相机的距离。
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.
视口空间点是归一化的并相对于相机的。相机的左下为(0,0);右上是(1,1);Z的位置是以世界为单位衡量的到相机的距离。
A world space point is defined in global coordinates (eg. Transform.position).
世界空间点是以全局坐标定义的(例如:Transform.position)
Variables变量
-
The field of view of the camera in degrees.
相机的视野,以度为单位。 -
The near clipping plane distance.
近裁剪面的距离。 -
The far clipping plane distance.
远裁剪面的距离。 -
Rendering path.
渲染路径。 -
Actually used rendering path (Read Only).
实际使用的渲染路径(只读)。 -
Camera's half-size when in orthographic mode.
在正交模式下相机的一半尺寸。 -
Is the camera orthographic (true) or perspective (false)?
相机是正交的(true),是透视的(false)? -
Camera's depth in the camera rendering order.
相机在渲染顺序上的深度。 -
The aspect ratio (width divided by height).
长宽比(宽度除以高度)。 -
This is used to render parts of the scene selectively.
这个用来选择性的渲染部分场景。 -
The color with which the screen will be cleared.
屏幕将被清理为这个颜色。 -
Where on the screen is the camera rendered in normalized coordinates.
相继被渲染到屏幕规范化坐标中的位置。 -
Where on the screen is the camera rendered in pixel coordinates.
相机被渲染到屏幕像素中的位置。 -
Destination render texture (Unity Pro only).
描述渲染纹理(仅Unity专业版)。 -
How wide is the camera in pixels (Read Only).
相机有多宽,以像素单位(只读)。 -
How tall is the camera in pixels (Read Only).
相机有多高,以像素单位(只读)。 -
Matrix that transforms from camera space to world space (Read Only).
从相机空间到世界空间的变换矩阵(只读)。 -
Matrix that transforms from world to camera space.
从世界到相机空间的变换矩阵。 -
Set a custom projection matrix.
设置自定义的投影矩阵。 -
Get the world-space speed of the camera (Read Only).
获取世界空间中相机的速度(只读)。 -
How the camera clears the background.
相机如何清除背景。 -
Per-layer culling distances.
每层的消隐距离。 -
How and if camera generates a depth texture.
相机生成怎样的一个深度纹理。
Functions函数
-
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的位置。 -
Make the projection reflect normal camera's parameters.
让投影反映正常的相机参数。 -
Revert the aspect ratio to the screen's aspect ratio.
恢复长宽比为屏幕的长宽比。 -
Transforms position from world space into screen space.
从世界空间到屏幕空间变换位置。 -
Transforms position from world space into viewport space.
从世界空间到视窗空间的变换位置。 -
Transforms position from viewport space into world space.
从视窗空间到世界空间的变换位置。 -
Transforms position from screen space into world space.
从屏幕空间到世界空间的变化位置。 -
Transforms position from screen space into viewport space.
从屏幕空间到视窗空间的变换位置。 -
Transforms position from viewport space into screen space.
从视口空间到屏幕空间的变换位置。 -
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。 -
Returns a ray going from camera through a screen point.
返回一条射线从摄像机通过一个屏幕点。 -
Render the camera manually.
手动渲染相机。 -
Render the camera with shader replacement.
用shader替代渲染相机。 -
Make the camera render with shader replacement.
使相机渲染用shader替换。 -
Remove shader replacement from camera.
从相机上移除shader替换。 -
Render into a cubemap from this camera.
从这个相机渲染到一个立方贴图。 -
Makes this camera's settings match other camera.
使这个相机的设置与其他相机相同。
Messages Sent发送消息
-
OnPreCull is called before a camera culls the scene.
OnPreCull在相机开始裁剪场景之前调用。 -
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 is called after a camera has finished rendering the scene.
OnPostRender 在相机渲染场景之后调用。 -
OnRenderImage is called after all rendering is complete to render image
OnRenderImage在所有渲染完成后被调用,来渲染图片的后期处理效果(仅限UnityPro)。 -
OnRenderObject is called after camera has rendered the scene.
OnRenderObject 被用来渲染你自己的物体,使用或者其他函数。 -
OnWillRenderObject is called once for each camera if the object is visible.
如果物体可见,每个相机都会调用OnWillRenderObject。
Class Functions类函数
-
The first enabled camera tagged "MainCamera" (Read Only).
第一个启用的被标记为“MainCanmera”的相机(只读)。 -
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) -
Returns all enabled cameras in the scene.
allCameras 所有相机
Inherited members继承成员
Inherited Variables继承变量
-
Enabled Behaviours are Updated, disabled Behaviours are not.
启用行为被更新,禁用行为不更新。
-
The Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。 -
The Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。 -
The Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。 -
The Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。 -
The Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。 -
The ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。 -
The Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。 -
The AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。 -
The GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。 -
The NetworkView attached to this GameObject (Read Only). (null if there is none attached)
NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The GUITexture attached to this GameObject (Read Only). (null if there is none attached)
GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。 -
The HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。 -
The ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。 -
The game object this component is attached to. A component is always attached to a game object.
组件附加的游戏物体。一个组件总是被附加到一个游戏物体。 -
The tag of this game object.
游戏物体的标签。
-
The name of the object. //物体的名字
-
Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
-
Returns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。 -
-
Returns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。 -
Returns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。 -
-
Returns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件 -
-
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
-
Is this game object tagged tag?
游戏物体有被标记标签么? -
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
-
Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
-
Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年7月20日 Wednesday 11:07