Esempio n. 1
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        private static void CalculateMaxDistance(Vector3 point)
        {
            Vector3 intersectionPoint = projectionPlaneHorizontal.ClosestPointOnPlane(point);

            float horizontalDistance = projectionPlaneHorizontal.GetDistanceToPoint(point);
            float verticalDistance   = projectionPlaneVertical.GetDistanceToPoint(point);

            float halfFrustumHeight = Mathf.Max(verticalDistance, horizontalDistance / aspect);
            float distance          = halfFrustumHeight / Mathf.Tan(renderCamera.fieldOfView * 0.5f * Mathf.Deg2Rad);

            float distanceToCenter = (intersectionPoint - m_previewDirection * distance - boundsCenter).sqrMagnitude;

            if (distanceToCenter > maxDistance)
            {
                maxDistance = distanceToCenter;
            }
        }
Esempio n. 2
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        private static void CalculateMaxDistance(Vector3 point)
        {
            Vector3 intersectionPoint = projectionPlaneHorizontal.ClosestPointOnPlane(point);

            Single horizontalDistance = projectionPlaneHorizontal.GetDistanceToPoint(point);
            Single verticalDistance   = projectionPlaneVertical.GetDistanceToPoint(point);

            // Credit: https://docs.unity3d.com/Manual/FrustumSizeAtDistance.html
            Single halfFrustumHeight = Mathf.Max(verticalDistance, horizontalDistance / aspect);
            Single distance          = halfFrustumHeight / Mathf.Tan(renderCamera.fieldOfView * 0.5f * Mathf.Deg2Rad);

            Single distanceToCenter = (intersectionPoint - m_previewDirection * distance - boundsCenter).sqrMagnitude;

            if (distanceToCenter > maxDistance)
            {
                maxDistance = distanceToCenter;
            }
        }
Esempio n. 3
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    private static void CalculateMaxDistance(Vector3 point)
    {
#if DEBUG_BOUNDS
        CreateDebugCube(point, Vector3.zero, new Vector3(0.5f, 0.5f, 0.5f));
#endif

        Vector3 intersectionPoint = projectionPlaneHorizontal.ClosestPointOnPlane(point);

        float horizontalDistance = projectionPlaneHorizontal.GetDistanceToPoint(point);
        float verticalDistance   = projectionPlaneVertical.GetDistanceToPoint(point);

        // Credit: https://docs.unity3d.com/Manual/FrustumSizeAtDistance.html
        float halfFrustumHeight = Mathf.Max(verticalDistance, horizontalDistance / aspect);
        float distance          = halfFrustumHeight / Mathf.Tan(renderCamera.fieldOfView * 0.5f * Mathf.Deg2Rad);

        float distanceToCenter = (intersectionPoint - m_previewDirection * distance - boundsCenter).sqrMagnitude;
        if (distanceToCenter > maxDistance)
        {
            maxDistance = distanceToCenter;
        }
    }