Esempio n. 1
0
 void CopyCamera(CameraStruct fromCamera)
 {
     if (fromCamera == null)
     {
         return;
     }
     _tempPosition = _unityCamera.transform.position;
     Utils.DXToUnityVector3(fromCamera.Position, ref _tempPosition);
     _unityCamera.transform.position = _tempPosition;
     _tempRotation = _unityCamera.transform.rotation;
     Utils.DXToUnityQuaternion(fromCamera.Rotation, ref _tempRotation);
     _unityCamera.transform.rotation = _tempRotation;
     _tempMatrix[0, 0] = fromCamera.Projection.M11;
     _tempMatrix[0, 1] = fromCamera.Projection.M12;
     _tempMatrix[0, 2] = fromCamera.Projection.M13;
     _tempMatrix[0, 3] = fromCamera.Projection.M14;
     _tempMatrix[1, 0] = fromCamera.Projection.M21;
     _tempMatrix[1, 1] = fromCamera.Projection.M22;
     _tempMatrix[1, 2] = fromCamera.Projection.M23;
     _tempMatrix[1, 3] = fromCamera.Projection.M24;
     _tempMatrix[2, 0] = fromCamera.Projection.M31;
     _tempMatrix[2, 1] = fromCamera.Projection.M32;
     _tempMatrix[2, 2] = fromCamera.Projection.M33;
     _tempMatrix[2, 3] = fromCamera.Projection.M34;
     _tempMatrix[3, 0] = fromCamera.Projection.M41;
     _tempMatrix[3, 1] = fromCamera.Projection.M42;
     _tempMatrix[3, 2] = fromCamera.Projection.M43;
     _tempMatrix[3, 3] = fromCamera.Projection.M44;
     _unityCamera.nonJitteredProjectionMatrix = _tempMatrix;
     _unityCamera.nearClipPlane = _tempMatrix.m23 / _tempMatrix.m22;
     _unityCamera.farClipPlane  = _tempMatrix.m23 / (_tempMatrix.m22 + 1.0f);
     // still updating the fov field, since some script depend on it (canvas e.g.)
     _unityCamera.fieldOfView = Mathf.Atan(1.0f / _tempMatrix.m11) * 2.0f * Mathf.Rad2Deg;
 }
 void Start()
 {
     _glueCamera  = new CameraStruct();
     _unityCamera = GetComponent <Camera>();
 }
Esempio n. 3
0
 void Update()
 {
     _glueCamera     = GlueValue(_fallbackCamera);
     _fallbackCamera = _glueCamera;
     CopyCamera(_glueCamera);
 }