Esempio n. 1
0
    void GetCrossPoint()
    {
        if (crossPoints == null)
        {
            crossPoints = new List <FrustrumPoint>();
        }
        crossPoints.Clear();
        Matrix_VP   = cam.projectionMatrix * cam.worldToCameraMatrix;
        Matrix_I_VP = Matrix_VP.inverse;
        for (int i = 0; i < 12; i++)
        {
            FrustrumPoint crossPoint = new FrustrumPoint();
            if (IsSegmentIntersectOcean(segments[i, 0], segments[i, 1], OceanLevel, ref crossPoint))
            {
                crossPoints.Add(crossPoint);
            }
        }
        //为了留出裕度,统统向外扩张5%
        Vector4 middle = Vector4.zero;

        foreach (var p in crossPoints)
        {
            middle += p.worldPos;
        }
        middle /= crossPoints.Count;
        for (int i = 0; i < crossPoints.Count; i++)
        {
            crossPoints[i].worldPos = (crossPoints[i].worldPos - middle) * (1 + outScale) + middle;
        }
    }
Esempio n. 2
0
    void Resort4Point(ref List <FrustrumPoint> list)
    {
        Vector3 s1 = (Vector3)(crossPoints[1].worldPos - crossPoints[0].worldPos);
        Vector3 s2 = (Vector3)(crossPoints[2].worldPos - crossPoints[1].worldPos);
        Vector3 d1 = Vector3.Cross(s1, s2);

        //第一次交换,保证前3点次序
        if (d1.y < 0)
        {
            FrustrumPoint t = crossPoints[1];
            crossPoints[1] = crossPoints[2];
            crossPoints[2] = t;
        }
        s1 = (Vector3)(crossPoints[2].worldPos - crossPoints[1].worldPos);
        s2 = (Vector3)(crossPoints[3].worldPos - crossPoints[2].worldPos);
        Vector3 s3 = (Vector3)(crossPoints[0].worldPos - crossPoints[3].worldPos);
        Vector3 s4 = (Vector3)(crossPoints[1].worldPos - crossPoints[0].worldPos);

        d1 = Vector3.Cross(s1, s2);
        Vector3 d2 = Vector3.Cross(s2, s3);
        Vector3 d3 = Vector3.Cross(s3, s4);

        //第二次交换,保证4点次序
        if (d1.y * d2.y < 0)
        {
            FrustrumPoint t = crossPoints[2];
            crossPoints[2] = crossPoints[1];
            crossPoints[1] = t;
        }
        else if (d2.y * d3.y < 0)
        {
            FrustrumPoint t = crossPoints[3];
            crossPoints[3] = crossPoints[2];
            crossPoints[2] = t;
        }
        //最后判断是否正面朝上
        s1 = (Vector3)(crossPoints[2].worldPos - crossPoints[1].worldPos);
        s2 = (Vector3)(crossPoints[3].worldPos - crossPoints[2].worldPos);
        d1 = Vector3.Cross(s1, s2);
        if (d1.y < 0)
        {
            FrustrumPoint t = crossPoints[3];
            crossPoints[3] = crossPoints[0];
            crossPoints[0] = t;
            t = crossPoints[2];
            crossPoints[2] = crossPoints[1];
            crossPoints[1] = t;
        }
    }
Esempio n. 3
0
    private bool IsSegmentIntersectOcean(int p1, int p2, float OceanLevel, ref FrustrumPoint crossPoint)
    {
        Vector4 a = cameraToWorld(frustrumCorner[p1]);
        Vector4 b = cameraToWorld(frustrumCorner[p2]);

        if ((a.y - OceanLevel) * (b.y - OceanLevel) > 0)
        {
            return(false);                                                //同侧无交点
        }
        var p = (OceanLevel - a.y) / (b.y - a.y);

        crossPoint          = new FrustrumPoint();
        crossPoint.worldPos = new Vector4(
            a.x + p * (b.x - a.x),
            OceanLevel,
            a.z + p * (b.z - a.z),
            1);
        crossPoint.localPos = worldToCamera(crossPoint.worldPos);
        return(true);
    }