Example #1
0
    void makeScreens()
    {
        cameras = new Camera[cameraCount];
        planes  = new GameObject[cameraCount];

        // create cameras
        for (int i = 0; i < cameras.Length; i++)
        {
            // make plane
            GameObject plane = Object.Instantiate(basePlane, transform);
            plane.SetActive(true);
            plane.name             = "Plane" + i.ToString("D3");
            plane.transform.parent = transform;
            plane.transform.Rotate(0, 0, rotationOffset + (i * (360 / cameras.Length)));

            // figure out screen dimensions based on camera number and screen dimensions
            float screenWidth = 2f * Mathf.Sin(Mathf.PI * 1f / cameraCount) * screenRadius;
            float screenDist  = Mathf.Cos(Mathf.PI * 1f / cameraCount) * screenRadius;
            // edges of camera frustum on screen
            plane.transform.Translate(-Vector3.up * screenDist);
            plane.transform.Translate(Vector3.forward * viewerHeight);
            // plane is 10x0x10, scale based on screenHeight
            plane.transform.localScale = new Vector3(.1f * screenWidth, 0f, 0.1f * screenHeight);
            planes[i] = plane;

            //camera pos and orientation
            GameObject go = new GameObject("Camera" + i.ToString("D3"));
            go.AddComponent(typeof(Camera));
            go.transform.parent        = transform;
            go.transform.localPosition = Vector3.zero;
            go.transform.localRotation = Quaternion.identity;
            go.transform.Rotate(0, rotationOffset + (i * (360 / cameras.Length)), 0);

            cameras[i] = go.GetComponent <Camera>();
            // set pretty background colours
            cameras[i].backgroundColor = new Color(
                myCamera.backgroundColor.r + .1f * Mathf.Sin(2f * Mathf.PI * i / (float)cameraCount),
                myCamera.backgroundColor.g + .1f * Mathf.Sin(2f * Mathf.PI * (i + (cameraCount / 3f)) / (float)cameraCount),
                myCamera.backgroundColor.b + .1f * Mathf.Sin(2f * Mathf.PI * (i + (2 * cameraCount / 3f)) / (float)cameraCount)
                );
            cameras[i].depth = -cameraCount + myCamera.depth + i;


            // set camera rect on screen
            cameras[i].rect = new Rect(
                (2f * (viewportOffsetH + (((float)i) / cameras.Length)) % 2) / 2f,
                viewportOffsetV,
                (float)(1f / cameras.Length),
                viewportHeight
                );

            // off-axis projection settings
            cameras[i].gameObject.AddComponent(typeof(Kooima));
            Kooima kooima = cameras [i].GetComponent <Kooima> ();
            if (kooima)
            {
                kooima.projectionScreen       = planes[i];
                kooima.estimateViewFrustum    = false;
                kooima.setNearClipPlane       = true;
                kooima.nearClipDistanceOffset = -0.01f;
            }// */
        }
    }
Example #2
0
    void makeScreens()
    {
        cameras = new Camera[cameraCount];
        planes  = new GameObject[cameraCount];

        // create cameras
        for (int i = 0; i < cameras.Length; i++)
        {
            // make plane representing camera view
            GameObject plane = Object.Instantiate(basePlane, transform);
            plane.SetActive(true);
            plane.name             = "Plane" + i.ToString("D3");
            plane.transform.parent = transform;
            plane.transform.Rotate(0, 0, rotationOffset + (i * (360 / cameras.Length)));

            // figure out screen dimensions based on camera number and screen dimensions
            float screenWidth = 2f * Mathf.Sin(Mathf.PI * 1f / cameraCount) * screenRadius;
            float screenDist  = Mathf.Cos(Mathf.PI * 1f / cameraCount) * screenRadius;
            // edges of camera frustum on screen
            plane.transform.Translate(-Vector3.up * screenDist);
            plane.transform.Translate(Vector3.forward * screenHeight * 0.5f); // half plane height, to get cameras in centre
            // plane is 10x0x10, scale based on screenHeight
            plane.transform.localScale = new Vector3(.1f * screenWidth, 0f, 0.1f * screenHeight);
            planes[i] = plane;

            //camera pos and orientation
            GameObject go = new GameObject("Camera" + i.ToString("D3"));
            go.AddComponent(typeof(Camera));
            go.transform.parent        = transform;
            go.transform.localPosition = Vector3.zero;
            go.transform.localRotation = Quaternion.identity;
            go.transform.Rotate(0, rotationOffset + (i * (360 / cameras.Length)), 0);
            go.transform.Translate(Vector3.up * viewerHeight);
            //if (useStereo) go.transform.Translate (Vector3.left * eyeSeparation);

            cameras[i]       = go.GetComponent <Camera>();
            cameras[i].depth = -cameraCount + i;


            // set camera rect on screen
            cameras[i].rect = new Rect(
                (2f * (viewportOffsetH + (((float)i) / cameras.Length)) % 2) / 2f,
                viewportOffsetV,
                (float)(1f / cameras.Length),
                viewportHeight
                );

            // off-axis projection settings
            cameras[i].gameObject.AddComponent(typeof(Kooima));
            Kooima kooima = cameras [i].GetComponent <Kooima> ();
            if (kooima)
            {
                kooima.projectionScreen    = planes[i];
                kooima.estimateViewFrustum = estimateViewFrustumOnCameras;
                kooima.setNearClipPlane    = clipToArena;
                if (!clipToArena)
                {
                    cameras[i].nearClipPlane = nearClipPlane;
                }
                cameras[i].farClipPlane       = farClipPlane;
                kooima.nearClipDistanceOffset = -0.01f;
            }
        }
    }