Exemple #1
0
    /// <summary>
    /// 世界空间到观察空间变换对比
    /// 这里是透视相机,没有做正交相机的
    /// </summary>
    void TestWorldSpaceToViewSpace()
    {
        //注意这里是透视相机,没有做正交相机变换矩阵
        cam = Camera.main;
        //世界空间坐标到观察空间坐标
        Vector3 viewPos = TransformationMatrixUtil.WToVPosition(trans1.position);

        //结果是z轴相反,因为世界空间是左手坐标系,而观察空间是右手坐标系
        Debug.LogFormat("世界空间:{0},观察空间:{1}", trans1.position, viewPos);
        //世界空间到观察空间
        Matrix4x4 matrix = TransformationMatrixUtil.WToVMatrix();

        Debug.LogFormat("matrix:\n{0}\n\n worldToCameraMatrix:\n{1}\n\n是否相等:{2}", matrix, cam.worldToCameraMatrix, matrix == cam.worldToCameraMatrix);
    }
Exemple #2
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    /// <summary>
    /// 测试模型空间到屏幕空间的变换
    /// 只验证 屏幕坐标xy,不验证zw
    /// 注意这里是透视相机,没有做正交相机变换矩阵
    /// </summary>
    void TestModelSpaceToScreenSpace()
    {
        Transform _parent = trans1.parent;
        //模型空间转世界空间
        Vector3 worldPos = TransformationMatrixUtil.MToWPosition(_parent.localScale, _parent.localEulerAngles, _parent.localPosition, trans1.localPosition);
        //世界空间转观察空间
        Vector3 viewPos = TransformationMatrixUtil.WToVPosition(worldPos);
        //观察空间转透视裁剪空间
        Vector4 clipPos = TransformationMatrixUtil.VToPPosition(viewPos);
        //裁剪空间到屏幕空间变换
        Vector4 screenPos = TransformationMatrixUtil.PToScreenPosition(clipPos);

        Vector4 screenPos1 = cam.WorldToScreenPoint(trans1.position);

        //Vector4 viewportPos = cam.WorldToViewportPoint(trans1.position);
        Debug.LogFormat(" worldPos:{0},trans1.positon:{1}\n viewPos:{2}\n clipPos:{3}\n screenPos:{4},screenPos1:{5}", worldPos, trans1.position, viewPos, clipPos, screenPos, screenPos1);
    }