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

本脚本参考基于Unity 3.4.1f5

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