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.projectionMatrix 投影矩阵
var projectionMatrix : Matrix4x4
Description描述
Set a custom projection matrix.
设置自定义的投影矩阵。
If you change this matrix, the camera no longer updates its rendering based on its fieldOfView. This lasts until you call ResetProjectionMatrix.
如果你改变这个矩阵,相机的渲染不再基于它的fieldOfView更新,直到调用ResetProjectionMatrix.
Use a custom projection only if you really need a non-standard projection. This property is used by Unity's water rendering to setup an oblique projection matrix. Using custom projections requires good knowledge of transformation and projection matrices.
只有当真正需要一个非标准的投影时,才使用自定义投影。这个属性被Unity的水渲染使用来设置一个oblique projection 矩阵。使用自定义投影需要了解变换和投影矩阵。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Matrix4x4 originalProjection;
void Update() {
Matrix4x4 p = originalProjection;
p.m01 += Mathf.Sin(Time.time * 1.2F) * 0.1F;
p.m10 += Mathf.Sin(Time.time * 1.5F) * 0.1F;
camera.projectionMatrix = p;
}
public void Awake() {
originalProjection = camera.projectionMatrix;
}
}
// Make camera wobble in a funky way!
//让相机以流行的方式晃动
var originalProjection : Matrix4x4;
originalProjection = camera.projectionMatrix;
function Update () {
var p : Matrix4x4 = originalProjection;
// change some values from the original matrix
//改变原始矩阵的某些值
p.m01 += Mathf.Sin (Time.time * 1.2) * 0.1;
p.m10 += Mathf.Sin (Time.time * 1.5) * 0.1;
camera.projectionMatrix = p;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float left = -0.2F;
public float right = 0.2F;
public float top = 0.2F;
public float bottom = -0.2F;
void LateUpdate() {
Camera cam = camera;
Matrix4x4 m = PerspectiveOffCenter(left, right, bottom, top, cam.nearClipPlane, cam.farClipPlane);
cam.projectionMatrix = m;
}
static Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float near, float far) {
float x = 2.0F * near / right - left;
float y = 2.0F * near / top - bottom;
float a = right + left / right - left;
float b = top + bottom / top - bottom;
float c = -far + near / far - near;
float d = -2.0F * far * near / far - near;
float e = -1.0F;
Matrix4x4 m;
m[0, 0] = x;
m[0, 1] = 0;
m[0, 2] = a;
m[0, 3] = 0;
m[1, 0] = 0;
m[1, 1] = y;
m[1, 2] = b;
m[1, 3] = 0;
m[2, 0] = 0;
m[2, 1] = 0;
m[2, 2] = c;
m[2, 3] = d;
m[3, 0] = 0;
m[3, 1] = 0;
m[3, 2] = e;
m[3, 3] = 0;
return m;
}
}
// Set an off-center projection, where perspective's vanishing
// point is not necessarily in the center of the screen.
////设置一个偏移中心的投影,这个透视的消失点没有必要在屏幕的中心
// left/right/top/bottom define near plane size, i.e.
//定义近载面大小,例如相机的近裁面偏移中心多少
// how offset are corners of camera's near plane.
// Tweak the values and you can see camera's frustum change.
//改变这个值你就能看到相机视图的变化
@script ExecuteInEditMode
var left : float = -0.2;
var right : float = 0.2;
var top : float = 0.2;
var bottom : float = -0.2;
function LateUpdate () {
var cam : Camera = camera;
var m : Matrix4x4 = PerspectiveOffCenter(
left, right, bottom, top,
cam.nearClipPlane, cam.farClipPlane );
cam.projectionMatrix = m;
}
static function PerspectiveOffCenter(
left : float, right : float,
bottom : float, top : float,
near : float, far : float ) : Matrix4x4
{
var x : float = (2.0 * near) / (right - left);
var y : float = (2.0 * near) / (top - bottom);
var a : float = (right + left) / (right - left);
var b : float = (top + bottom) / (top - bottom);
var c : float = -(far + near) / (far - near);
var d : float = -(2.0 * far * near) / (far - near);
var e : float = -1.0;
var m : Matrix4x4;
m[0,0] = x; m[0,1] = 0; m[0,2] = a; m[0,3] = 0;
m[1,0] = 0; m[1,1] = y; m[1,2] = b; m[1,3] = 0;
m[2,0] = 0; m[2,1] = 0; m[2,2] = c; m[2,3] = d;
m[3,0] = 0; m[3,1] = 0; m[3,2] = e; m[3,3] = 0;
return m;
}
最后修改:2011年3月6日 Sunday 21:29