WorldToViewportPoint() public method

Transforms position from world space into viewport space.

public WorldToViewportPoint ( Vector3 position ) : Vector3
position Vector3
return Vector3
コード例 #1
1
		/*
		 * Considering the following 3 x 3 rule of thirds grid:
		 *  0 | 1 | 2 
		 * -----------
		 *  3 | 4 | 5 
		 * -----------
		 *  6 | 7 | 8 
		 * 
		 *  Higher scoring images have average or better densities of objects in sector 4.
		 */ 
		public static float avoidsEmptyCenters(GameObject subject, List<GameObject> visibleObjects, Camera cam) {
			// First, get average object density for each sector
			List<float> sectorDensity = new List<float>(new float[9]);

			// The value of sectorBoundaries is a quartet of floats such that:
			// value[0] and value[1] are the min and max x values
			// value[2] and value[3] are the min and max y values
			Dictionary<int, List<float>> sectorBoundaries = new Dictionary<int, List<float>> ();
			sectorBoundaries.Add (0, new List<float> (){0.000f, 0.333f, 0.666f, 1.000f});
			sectorBoundaries.Add (1, new List<float> (){0.333f, 0.666f, 0.666f, 1.000f});
			sectorBoundaries.Add (2, new List<float> (){0.666f, 1.000f, 0.666f, 1.000f});
			sectorBoundaries.Add (3, new List<float> (){0.000f, 0.333f, 0.333f, 0.666f});
			sectorBoundaries.Add (4, new List<float> (){0.333f, 0.666f, 0.333f, 0.666f});
			sectorBoundaries.Add (5, new List<float> (){0.666f, 1.000f, 0.333f, 0.666f});
			sectorBoundaries.Add (6, new List<float> (){0.000f, 0.333f, 0.000f, 0.333f});
			sectorBoundaries.Add (7, new List<float> (){0.333f, 0.666f, 0.000f, 0.333f});
			sectorBoundaries.Add (8, new List<float> (){0.666f, 1.000f, 0.000f, 0.333f});

			// Compute object density for each sector (just the sum of every object in that sector)
			foreach (GameObject obj in visibleObjects) {
				foreach (var sectorBoundary in sectorBoundaries) {
					// WorldToViewportPoint gives x and y values between 0 and 1.000
					Vector3 viewportPoint = cam.WorldToViewportPoint (obj.transform.position);
					if (viewportPoint.x >= sectorBoundary.Value[0] && viewportPoint.x < sectorBoundary.Value[1]
						&& viewportPoint.y >= sectorBoundary.Value[2] && viewportPoint.y < sectorBoundary.Value[3]) {
						sectorDensity [sectorBoundary.Key] += 1;
						break;
					}
				}
			}

			// Compute the average sector density for each sector BUT sector 4
			float averageSectorDensity = (sectorDensity [0]
			                            + sectorDensity [1]
			                            + sectorDensity [2]
			                            + sectorDensity [3]
			                            + sectorDensity [5]
			                            + sectorDensity [6]
			                            + sectorDensity [7]
			                            + sectorDensity [8]) / 8f;
			
			if (averageSectorDensity < 0.125f) {
				averageSectorDensity = 0.06f;
			}

			float score = sectorDensity [4] / averageSectorDensity;

            // Guard against potential negative values
            if (score < 0f) {
                return 0f;
            }

			return score;
		}
コード例 #2
0
        public static float[] CalcHomographyMatrix(Vector3 leftUp, Vector3 leftBottom, Vector3 rightBottom, Vector3 rightUp, UnityEngine.Camera camera)
        {
            Vector2 p00 = camera.WorldToViewportPoint(leftBottom);
            Vector2 p01 = camera.WorldToViewportPoint(leftUp);
            Vector2 p10 = camera.WorldToViewportPoint(rightBottom);
            Vector2 p11 = camera.WorldToViewportPoint(rightUp);

            var x00 = p00.x;
            var y00 = p00.y;
            var x01 = p01.x;
            var y01 = p01.y;
            var x10 = p10.x;
            var y10 = p10.y;
            var x11 = p11.x;
            var y11 = p11.y;

            var a = x10 - x11;
            var b = x01 - x11;
            var c = x00 - x01 - x10 + x11;
            var d = y10 - y11;
            var e = y01 - y11;
            var f = y00 - y01 - y10 + y11;

            var h13 = x00;
            var h23 = y00;
            var h32 = (c * d - a * f) / (b * d - a * e);
            var h31 = (c * e - b * f) / (a * e - b * d);
            var h11 = x10 - x00 + h31 * x10;
            var h12 = x01 - x00 + h32 * x01;
            var h21 = y10 - y00 + h31 * y10;
            var h22 = y01 - y00 + h32 * y01;

            return(new float[] { h11, h12, h13, h21, h22, h23, h31, h32, 1f });
        }
コード例 #3
0
        public static Rect WorldToScreenBounds(this UnityEngine.Camera cam, Bounds bounds)
        {
            Vector3 cen = bounds.center;
            Vector3 ext = bounds.extents;

            Vector2[] extentPoints =
            {
                cam.WorldToViewportPoint(new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z - ext.z)),
                cam.WorldToViewportPoint(new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z - ext.z)),
                cam.WorldToViewportPoint(new Vector3(cen.x - ext.x, cen.y - ext.y, cen.z + ext.z)),
                cam.WorldToViewportPoint(new Vector3(cen.x + ext.x, cen.y - ext.y, cen.z + ext.z)),
                cam.WorldToViewportPoint(new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z - ext.z)),
                cam.WorldToViewportPoint(new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z - ext.z)),
                cam.WorldToViewportPoint(new Vector3(cen.x - ext.x, cen.y + ext.y, cen.z + ext.z)),
                cam.WorldToViewportPoint(new Vector3(cen.x + ext.x, cen.y + ext.y, cen.z + ext.z))
            };
            Vector2 min = extentPoints[0];
            Vector2 max = extentPoints[0];

            foreach (Vector2 v in extentPoints)
            {
                min = Vector2.Min(min, v);
                max = Vector2.Max(max, v);
            }
            return(new Rect(min.x, min.y, max.x - min.x, max.y - min.y));
        }
コード例 #4
0
        /// <summary>
        /// Gets if a point is within the cameras view frustum
        /// </summary>
        /// <param name="point">Point to Check</param>
        /// <param name="cam">Camera to check</param>
        public static bool IsPointWithinCamView(Vector3 point, UnityEngine.Camera cam)
        {
            //Convert the world point to screen point if the point is not >0 and <1 then
            //it is outside the cameras view
            if (cam == null)
            {
                return(false);
            }

            Vector3 camViewportPos = cam.WorldToViewportPoint(point);

            if (camViewportPos.x < 0 || camViewportPos.x > 1 ||
                camViewportPos.y < 0 || camViewportPos.y > 1 ||
                camViewportPos.z < 0)
            {
                return(false);
            }

            //Do Raycast
            Vector3 directionToPoint = (point - cam.gameObject.transform.position).normalized;

            if (!Physics.Raycast(cam.gameObject.transform.position, directionToPoint))
            {
                return(false);
            }

            //Point is view
            return(true);
        }
コード例 #5
0
        /// <summary>
        /// drawing method, second layer (draw any texture between cam and interface)
        /// </summary>
        protected virtual void ExtendedDrawWindowL2()
        {
            if (TargetHelper.IsTargetSelect)
            {
                UnityEngine.Camera camera = allCameras.Last <UnityEngine.Camera>();
                Vessel             vessel = TargetHelper.Target as Vessel;
                if (vessel == null)
                {
                    ModuleDockingNode moduleDockingNode = TargetHelper.Target as ModuleDockingNode;
                    vessel = moduleDockingNode.vessel;
                }
                Vector3 vector = camera.WorldToViewportPoint(vessel.transform.position);
                float   x      = vector.x;
                float   y      = vector.y;
                float   z      = vector.z;
                x = GetX(x, z);
                y = GetY(y, z);
                float num  = texturePosition.width * x;
                float num2 = texturePosition.height * y;

                if (isTargetPoint)
                {
                    GUI.DrawTexture(new Rect(texturePosition.xMin + num - 10f, texturePosition.yMax - num2 - 10f, 20f, 20f), textureTargetMark);
                }
            }

            if (IsOrbital)
            {
                GUI.DrawTexture(texturePosition, textureNoSignal[TextureNoSignalId]);
            }
        }
コード例 #6
0
        private void FixedUpdate()
        {
            var transformPosition = handTransform.position;

            screenPosition = playerCamera.WorldToViewportPoint(transformPosition);

            if ((screenPosition.x < 1 - cameraViewMargin && input.Horizontal > 0) || (screenPosition.x > 0 + cameraViewMargin && input.Horizontal < 0))
            {
                MoveHand(Vector3.right * input.Horizontal);
            }
            if ((screenPosition.y < 1 - cameraViewMargin && input.Vertical > 0) || (screenPosition.y > 0 + cameraViewMargin && input.Vertical < 0))
            {
                MoveHand(Vector3.forward * input.Vertical);
            }

            if ((screenPosition.x > 1 - cameraViewMargin && input.Vertical < 0))
            {
                MoveHand(Vector3.right * input.Vertical);
            }
            if (screenPosition.x < 0 + cameraViewMargin && input.Vertical < 0)
            {
                MoveHand(Vector3.left * input.Vertical);
            }

            transformPosition      = handTransform.position;
            transformPosition      = new Vector3(transformPosition.x, heightAboveSurface + heightAdjustment, transformPosition.z);
            handTransform.position = transformPosition;
        }
コード例 #7
0
        /// <summary>
        /// 跟新player的UI位置
        /// </summary>
        public void UpdatePosition()
        {
            Vector3 pp = miniCamera.WorldToViewportPoint(target.position);

            playerIcon.rectTransform.anchoredPosition    = MiniMapUtils.CalculateMiniMapPosition(pp, mapUIRoot);
            miniCamera.transform.parent.localEulerAngles = new Vector3(90, 0, -target.localEulerAngles.y);
            miniCamera.transform.position = target.position + Vector3.up * defaultHeight;
        }
コード例 #8
0
        public Vector2 ToViewportPoint(Vector2 position, UnityEngine.Camera cam)
        {
            var viewPos = cam.WorldToViewportPoint(position);

            var delta  = RectTransform.sizeDelta;
            var offset = new Vector2(delta.x / 2f, delta.y / 2f);

            return(new Vector2(viewPos.x * delta.x, viewPos.y * delta.y) - offset);
        }
コード例 #9
0
ファイル: UIFollow.cs プロジェクト: gavar/GJ-UGUNS
	private static Vector2 WorldToCanvasPosition (RectTransform canvas, Camera camera, Vector3 position)
	{
		Vector2 retVAl = camera.WorldToViewportPoint(position);
		retVAl.x *= canvas.sizeDelta.x;
		retVAl.y *= canvas.sizeDelta.y;
		retVAl.x -= canvas.sizeDelta.x * canvas.pivot.x;
		retVAl.y -= canvas.sizeDelta.y * canvas.pivot.y;
		return retVAl;
	}
コード例 #10
0
 bool nearby(Camera podCam)
 {
     //doing this since we don't have to be extremely precise with the max distance where the label is visible.
     Vector3 viewport = podCam.WorldToViewportPoint(pod.transform.position + 3*Vector3.up);
     Vector3 difference = podCam.transform.position - pod.transform.position;
     if (Mathf.Abs (difference.x) <maxDist && Mathf.Abs (difference.z) <maxDist && Mathf.Abs (difference.x) >minDist && Mathf.Abs (difference.z) >minDist && viewport.z>viewportZThreshold)
         return true;
     else return false;
 }
コード例 #11
0
    // Update is called once per frame
    void Update()
    {
        Vector3 pos = cam.WorldToViewportPoint(obj.position);

        if (pos.x >= 0 && pos.x <= 1 && pos.y >= 0 && pos.y <= 1)
        {
            Debug.Log("ON CAMERA!");
        }
    }
コード例 #12
0
ファイル: Move.cs プロジェクト: MaxSh0/Sphere_movement
    void Update()
    {
        Vector3 viewPos = cam.WorldToViewportPoint(transform.position);

        if (transform.position == Target || !(viewPos.x >= 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1 && viewPos.z > 0))
        {
            Target = GenerateTarget();
        }
        transform.position = Vector3.MoveTowards(transform.position, Target, Speed);
    }
コード例 #13
0
ファイル: MinimapIcon.cs プロジェクト: doctorpangloss/Cordon2
 public void UpdateWithData(RectTransform parentRect = null, Camera minimapCamera = null, Vector3 offset = default(Vector3), Transform unitTransform = null)
 {
     // Transform this position into minimap-space
     var viewportPoint = minimapCamera.WorldToViewportPoint (unitTransform.position + offset);
     // Now transform this viewport point to parent rect space
     var width = parentRect.rect.width;
     var height = parentRect.rect.height;
     var newPosition = new Vector2 (-width / 2 + width * viewportPoint.x, -height / 2 + height * viewportPoint.y);
     // Set this position;
     rectTransform.anchoredPosition = newPosition;
 }
コード例 #14
0
        private bool IsInsight(out Vector3 endPoint)
        {
            UnityEngine.Camera camera = allCameras.Last <UnityEngine.Camera>();
            endPoint = TargetHelper.Target.GetTransform().position;
            Vector3 vector = camera.WorldToViewportPoint(endPoint);
            float   x      = vector.x;
            float   y      = vector.y;
            float   z      = vector.z;

            return(z > 0f && 0f <= x && x <= 1f && 0f <= y && y <= 1f);
        }
コード例 #15
0
ファイル: PortalBase.cs プロジェクト: nobnak/Portal
 public void ConnectUV(PortalBase pair, Camera cam)
 {
     var pair2world = pair.transform.localToWorldMatrix;
     var vertices = pair._vertices;
     var vertexCount = vertices.Length;
     var uvs = pair._uvs;
     for (var i = 0; i < vertexCount; i++)
         uvs[i] = (Vector2)cam.WorldToViewportPoint(pair2world.MultiplyPoint3x4(vertices[i]));
     _mesh.uv = uvs;
     pair._mesh.uv = uvs;
 }
コード例 #16
0
        // Update is called once per frame
        void Update()
        {
            if (target)
            {
                Vector3 point       = myCamera.WorldToViewportPoint(target.position);
                Vector3 delta       = target.position - myCamera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 10)); //(new Vector3(0.5, 0.5, point.z));
                Vector3 destination = transform.position + delta;
                destination.y = 4;

                transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, dampTime);
            }
        }
コード例 #17
0
ファイル: pg_GridRenderer.cs プロジェクト: RarCeth/FatalCore2
		/**
		 * Returns the distance this grid is drawing
		 */
		public static float DrawPlane(Camera cam, Vector3 pivot, Vector3 tangent, Vector3 bitangent, float snapValue, Color color, float alphaBump)
		{
			if(!gridMesh || !gridMaterial || !gridObject)	
				Init();

			gridMaterial.SetFloat("_AlphaCutoff", .1f);
			gridMaterial.SetFloat("_AlphaFade", .6f);

			pivot = pg_Util.SnapValue(pivot, snapValue);

			Vector3 p = cam.WorldToViewportPoint(pivot);
			bool inFrustum = (p.x >= 0f && p.x <= 1f) &&
							 (p.y >= 0f && p.y <= 1f) &&
							  p.z >= 0f;

			float[] distances = GetDistanceToFrustumPlanes(cam, pivot, tangent, bitangent, 24f);

			if(inFrustum)
			{
				tan_iter = (int)(Mathf.Ceil( (Mathf.Abs(distances[0]) + Mathf.Abs(distances[2]))/snapValue ));
				bit_iter = (int)(Mathf.Ceil( (Mathf.Abs(distances[1]) + Mathf.Abs(distances[3]))/snapValue ));

				max = Mathf.Max( tan_iter, bit_iter );

				// if the max is around 3x greater than min, we're probably skewing the camera at near-plane
				// angle, so use the min instead.
				if(max > Mathf.Min(tan_iter, bit_iter) * 2)
					max = (int) Mathf.Min(tan_iter, bit_iter) * 2;

				div = 1;

				float dot = Vector3.Dot( cam.transform.position-pivot, Vector3.Cross(tangent, bitangent) );

				if(max > MAX_LINES)
				{
					if(Vector3.Distance(cam.transform.position, pivot) > 50f * snapValue && Mathf.Abs(dot) > .8f)
					{
						while(max/div > MAX_LINES)
							div += div;
					}
					else
					{
						max = MAX_LINES;
					}
				}
			}

			// origin, tan, bitan, increment, iterations, divOffset, color, primary alpha bump
			DrawFullGrid(cam, pivot, tangent, bitangent, snapValue*div, max/div, div, color, alphaBump);

			return ((snapValue*div)*(max/div));
		}
コード例 #18
0
ファイル: InteractText.cs プロジェクト: Backman/Hellbound
	public void LateUpdate() {
		if(!enabled || m_Target == null){
			return;
		}
		
		m_WorldCamera =  NGUITools.FindCameraForLayer(m_Target.layer);
		m_Position = m_WorldCamera.WorldToViewportPoint(m_Target.transform.position);
		
		m_Position = m_GUICamera.ViewportToWorldPoint(m_Position);
		m_Position.z = 0.0f;
		
		r_Transform.position = m_Position + m_Offset;
	}
コード例 #19
0
ファイル: CanvasExtensions.cs プロジェクト: projectelo/game
        public static Vector2 WorldToCanvas(this Canvas canvas, Vector3 world_position, Camera camera = null)
        {
            if (camera == null)
            {
                camera = Camera.main;
            }
            //			Debug.Log("Convertendo posicao global para posicao no canvas");
            var viewport_position = camera.WorldToViewportPoint(world_position);
            var canvas_rect = canvas.GetComponent<RectTransform>();

            return new Vector2((viewport_position.x * canvas_rect.sizeDelta.x) - (canvas_rect.sizeDelta.x * 0.5f),
                               (viewport_position.y * canvas_rect.sizeDelta.y) - (canvas_rect.sizeDelta.y * 0.5f));
        }
コード例 #20
0
        /// <summary>
        /// Gets the 3D world position.
        /// </summary>
        /// <returns>The 3D world position.</returns>
        /// <param name="ui">NGUI.</param>
        /// <param name="cam">Cam.</param>
        public static Vector3 GetViewportToWorldPoint(GameObject ui, Camera cam, Camera guiCam = null)
        {
            if (guiCam == null) {
                guiCam = SceneManager.Instance.NGUICamera;
                if (guiCam == null) {
                    return Vector3.zero;
                }
            }

            Vector3 position = cam.ViewportToWorldPoint (guiCam.WorldToViewportPoint (ui.transform.position));
            position.z = 0;

            return position;
        }
コード例 #21
0
	public void LateUpdate() {
		worldCamera = NGUITools.FindCameraForLayer(this.gameObject.layer);//頭頂物件
		guiCamera = NGUITools.FindCameraForLayer(InsVitalBar.gameObject.layer);//2D物件

		Vector3 pos = worldCamera.WorldToViewportPoint(this.transform.position); //先知道"target3D物件"的螢幕位置(空物件)

		if(pos.z < 0.0f) {
			pos = new Vector3(-10000.0f, -10000.0f, -10000.0f); //給予一個很大的值讓他不要在畫面上,也可以做成不顯示
		} else {
			pos = guiCamera.ViewportToWorldPoint(pos); //再把"target3D物件的螢幕位置"投射到3D位置
			pos.z = 0.0f;
		}
		InsVitalBar.transform.position = pos; //最後將該位置指給要擺放的2D物件
	}
コード例 #22
0
 static public int WorldToViewportPoint(IntPtr l)
 {
     try{
         UnityEngine.Camera  self = (UnityEngine.Camera)checkSelf(l);
         UnityEngine.Vector3 a1;
         checkType(l, 2, out a1);
         UnityEngine.Vector3 ret = self.WorldToViewportPoint(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #23
0
 static public int WorldToViewportPoint(IntPtr l)
 {
     try {
         UnityEngine.Camera  self = (UnityEngine.Camera)checkSelf(l);
         UnityEngine.Vector3 a1;
         checkType(l, 2, out a1);
         var ret = self.WorldToViewportPoint(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #24
0
ファイル: AreaMarker.cs プロジェクト: srferran/ES2015A
    /// <summary>
    /// Calculates the box surrounding the of the unit.
    /// </summary>
    /// <returns>The box</returns>
    /// <param name="cntr">The center of the unit</param>
    public static Rect CalculateBoxFromCntr(Vector3 cntr, Camera cam, int pix)
    {
        Rect box = new Rect();

        Vector3 actor_cntr = cam.WorldToViewportPoint(cntr);
        actor_cntr = cam.ViewportToScreenPoint(actor_cntr);
        Debug.Log(actor_cntr.x + " : " + actor_cntr.y + " : " + actor_cntr.z);

        box.xMin = actor_cntr.x - pix;
        box.xMax = actor_cntr.x + pix;
        box.yMin = Screen.height - actor_cntr.y - pix;
        box.yMax = Screen.height - actor_cntr.y + pix;

        return box;

    }
コード例 #25
0
ファイル: FollowAtOrtho.cs プロジェクト: sylafrs/NimbleQuest
    public static Vector3 WorldToNormalizedViewportPoint(Camera camera, Vector3 point)
    {
        point = camera.WorldToViewportPoint(point);

        if (camera.isOrthoGraphic)
        {
            point.z = (2 * (point.z - camera.nearClipPlane) / (camera.farClipPlane - camera.nearClipPlane)) - 1f;
        }
        else
        {
            point.z = ((camera.farClipPlane + camera.nearClipPlane) / (camera.farClipPlane - camera.nearClipPlane))
            + (1 / point.z) * (-2 * camera.farClipPlane * camera.nearClipPlane / (camera.farClipPlane - camera.nearClipPlane));
        }

        return point;
    }
コード例 #26
0
 public void SetPosition( GameObject target)
 {
     Debug.Log(target);
     this.target = target;
     worldCam = NGUITools.FindCameraForLayer( target.layer );
     guiCam = NGUITools.FindCameraForLayer( gameObject.layer );
     pos = worldCam.WorldToViewportPoint( target.transform.position + new Vector3(0, 1, 0) );
     pos = guiCam.ViewportToWorldPoint( pos );
     pos.z = 0;
     trans.position = pos;
     transform.localScale = new Vector3(24,24,1);
     Debug.Log(trans.localPosition);
     TweenPosition tp = gameObject.GetComponent<TweenPosition>();
     Debug.Log(pos);
     tp.from = trans.localPosition;
     tp.to = trans.localPosition + new Vector3(0, 12, 0);
 }
コード例 #27
0
        /// <summary>
        /// Converts a Vector3 WorldPosition to its Vector2 Canvas position.
        /// </summary>
        /// <param name="worldPosition">The world position.</param>
        /// <param name="camera">The camera.</param>
        /// <returns>Vector2.</returns>
        public static Vector2 WorldToCanvas(Canvas canvas, Vector3 worldPosition, UnityEngine.Camera camera = null)
        {
            Vector2 result = Vector2.zero;

            if (canvas != null)
            {
                if (camera == null)
                {
                    camera = UnityEngine.Camera.main;
                }

                Vector3       viewportPosition = camera.WorldToViewportPoint(worldPosition);
                RectTransform canvasRect       = canvas.GetComponent <RectTransform>();
                result = new Vector2((viewportPosition.x * canvasRect.sizeDelta.x) - (canvasRect.sizeDelta.x * 0.5f),
                                     (viewportPosition.y * canvasRect.sizeDelta.y) - (canvasRect.sizeDelta.y * 0.5f));
            }

            return(result);
        }
コード例 #28
0
        public static Vector2 WorldToCanvas(this Canvas canvas,
                                            Vector3 worldPosition,
                                            Camera camera = null)
        {
            if (camera == null)
            {
                camera = Camera.main;
            }

            //pos between 0-1
            var viewport_position = camera.WorldToViewportPoint(worldPosition);

            var canvas_rect = canvas.pixelRect;

            //TODO: Use GUIUtility instead
            //Need to adjust due to canvas rect center is origin (0,0) whereas viewport bottom left
            return new Vector2((viewport_position.x * canvas_rect.width) - (canvas_rect.width * 0.5f),
                               (viewport_position.y * canvas_rect.height) - (canvas_rect.height * 0.5f));
        }
コード例 #29
0
    // Update is called once per frame
    void Update()
    {
        transform.position = new Vector3(transform.position.x, transform.position.y, 0);
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            transform.position += Vector3.left * speed;
        }
        else if (Input.GetKey(KeyCode.RightArrow))
        {
            transform.position += Vector3.right * speed;
        }

        Vector3 viewPos = MainCamera.WorldToViewportPoint(transform.position);

        if (!(viewPos.x >= 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1 && viewPos.z > 0))
        {
            SceneManager.LoadScene("GameOver");
        }
    }
コード例 #30
0
    void zombieSpawn()
    {
        int spawnIndex = Random.Range(0, spawnLocation.Length);
        int enemyIndex = Random.Range(0, enemy.Length);

        obj = spawnLocation[spawnIndex];
        Vector3 pos = cam.WorldToViewportPoint(obj.position);

        if (pos.x >= 0 && pos.x <= 1 && pos.y >= 0 && pos.y <= 1)
        {
            Debug.Log("IM ON CAMERA");
        }
        else
        {
            //totalzombiesspawnedinwave++;
            zombies++;
            zombiesonmap++;
            Instantiate(enemy[enemyIndex], spawnLocation[spawnIndex].position, spawnLocation[spawnIndex].rotation);
        }
    }
コード例 #31
0
ファイル: SelectionUtil.cs プロジェクト: devmelon/Answers
        public static Rect BoundsToViewportRect(Bounds bounds, Camera camera = null)
        {
            if (camera == null)
                camera = Camera.main;

            Vector3 bmin = bounds.min;
            Vector3 bmax = bounds.max;

            Vector2 min = new Vector2(float.MaxValue, float.MaxValue);
            Vector2 max = new Vector2(float.MinValue, float.MinValue);

            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmax.x, bmax.y, bmax.z)));
            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmin.x, bmax.y, bmax.z)));
            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmax.x, bmin.y, bmax.z)));
            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmin.x, bmin.y, bmax.z)));
            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmax.x, bmax.y, bmin.z)));
            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmin.x, bmax.y, bmin.z)));
            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmax.x, bmin.y, bmin.z)));
            MinMax(ref min, ref max, camera.WorldToViewportPoint(new Vector3(bmin.x, bmin.y, bmin.z)));

            return Rect.MinMaxRect(min.x, min.y, max.x, max.y);
        }
コード例 #32
0
    // http://answers.unity3d.com/questions/799616/unity-46-beta-19-how-to-convert-from-world-space-t.html
    private static Vector2 WorldToCanvasPosition(RectTransform canvas, Camera camera, Vector3 position) 
    {
        //Vector position (percentage from 0 to 1) considering camera size.
        //For example (0,0) is lower left, middle is (0.5,0.5)
        Vector2 temp = camera.WorldToViewportPoint(position);

        //Calculate position considering our percentage, using our canvas size
        //So if canvas size is (1100,500), and percentage is (0.5,0.5), current value will be (550,250)
        temp.x *= canvas.sizeDelta.x;
        temp.y *= canvas.sizeDelta.y;

        //The result is ready, but, this result is correct if canvas recttransform pivot is 0,0 - left lower corner.
        //But in reality its middle (0.5,0.5) by default, so we remove the amount considering cavnas rectransform pivot.
        //We could multiply with constant 0.5, but we will actually read the value, so if custom rect transform is passed(with custom pivot) , 
        //returned value will still be correct.

        temp.x -= canvas.sizeDelta.x * canvas.pivot.x;
        temp.y -= canvas.sizeDelta.y * canvas.pivot.y;

        return temp;
    }
コード例 #33
0
ファイル: GameUI.cs プロジェクト: sylafrs/rugby
    // public void ShowOutsideScreenUnit()
    // {
    //     GameUISettings settings = game.settings.UI.GameUI;
    //
    //     Vector3 v = ShowOutsideScreenUnit(game.southTeam.Player.Controlled);
    //     settings.j1.transform.position = v;
    //
    //     v = ShowOutsideScreenUnit(game.northTeam.Player.Controlled);
    //
    //
    // }
    //    
    // private Vector3 ShowOutsideScreenUnit(Unit u) {
    //
    //     Camera perpCam = Camera.main;
    //     Camera orthoCam = GameObject.FindGameObjectWithTag("UICamera").camera;
    //
    //     Vector3 pos = perpCam.WorldToViewportPoint(u.transform.position);
    //
    //     pos.x = Mathf.Clamp01(pos.x);
    //     pos.y = Mathf.Clamp01(pos.y);
    //
    //     return orthoCam.ViewportToWorldPoint(pos);
    // }
    public static Vector3 WorldToNormalizedViewportPoint(Camera camera, Vector3 point)
    {
        // Use the default camera matrix to normalize XY,
        // but Z will be distance from the camera in world units
        point = camera.WorldToViewportPoint(point);

        if (camera.isOrthoGraphic)
        {
            // Convert world units into a normalized Z depth value
            // based on orthographic projection
            point.z = (2 * (point.z - camera.nearClipPlane) / (camera.farClipPlane - camera.nearClipPlane)) - 1f;
        }
        else
        {
            // Convert world units into a normalized Z depth value
            // based on perspective projection
            point.z = ((camera.farClipPlane + camera.nearClipPlane) / (camera.farClipPlane - camera.nearClipPlane))
            + (1 / point.z) * (-2 * camera.farClipPlane * camera.nearClipPlane / (camera.farClipPlane - camera.nearClipPlane));
        }

        return point;
    }
コード例 #34
0
ファイル: Enemy.cs プロジェクト: Mudmog/PTA-IT265
    // Update is called once per frame
    void Update()
    {
        //Enemy moving right to left
        transform.position -= transform.up * Time.deltaTime * speed;

        Vector3 viewPos = cam.WorldToViewportPoint(transform.position);

        if (viewPos.x <= 0 && viewPos.x >= 1 && viewPos.y <= 0 && viewPos.y >= 1 && viewPos.z < 0)
        {
            // Your object is in the range of the camera, you can apply your behaviour
            outOfBounds = false;
        }
        else
        {
            outOfBounds = true;
        }

        if (outOfBounds)
        {
            //EnemyManager.Instance.DespawnEnemy(gameObject); < -- caused enemies to not spawn at all.
            Destroy(gameObject);
        }
    }
コード例 #35
0
ファイル: DragObjects.cs プロジェクト: vantuan179/Temp_source
	bool InfiniteCameraCanSeePoint (Camera camera, Vector3 point) {
		Vector3 viewportPoint = camera.WorldToViewportPoint(point);
		return (viewportPoint.z > 0 && (new Rect(0, 0, 1, 1)).Contains (viewportPoint));
	}
コード例 #36
0
 public static bool CanBeSeen(Camera camera, Vector3 position)
 {
     Vector3 point = camera.WorldToViewportPoint (position);
     return point.x >= 0 && point.x <= 1 && point.y >= 0 && point.y <= 1;
 }
コード例 #37
0
 /// <summary>
 /// Returns this bounds converted to the specified cameras viewport.
 /// </summary>
 public static Bounds ConvertToViewportBounds(this Bounds bounds, Camera cam)
 {
     bounds.SetMinMax(cam.WorldToViewportPoint(bounds.min).WithZ(cam.nearClipPlane),
                      cam.WorldToViewportPoint(bounds.max).WithZ(cam.farClipPlane));
     return(bounds);
 }
コード例 #38
0
 private bool VisibleOnCamera(Vector3 corner, Camera cam) {
     var vp = cam.WorldToViewportPoint(corner);
     return vp.x >= 0 && vp.x <= 1 && vp.y >= 0 && vp.y <= 1;
 }
コード例 #39
0
    private bool VisibleOnCameraAny(Vector3[] corners, Camera cam) {
        var topLeft = cam.WorldToViewportPoint(corners[0]);
        var bottomRight = cam.WorldToViewportPoint(corners[2]);

        float left = Mathf.Min(topLeft.x, bottomRight.x);
        float top = Mathf.Max(topLeft.y, bottomRight.y);
        float right = Mathf.Max(topLeft.x, bottomRight.x);
        float bottom = Mathf.Min(topLeft.y, bottomRight.y);

        if (right < 0 || left > 1 || top < 0 || bottom > 1) {
            return false;
        }

        return true;
    }
コード例 #40
0
		public static float hotSpots(GameObject subject, List<GameObject> visibleObjects, Camera cam) {
			List<float> hotSpotDensity = new List<float>(new float[25]);

			// The value of sectorBoundaries is a quartet of floats such that:
			// value[0] and value[1] are the min and max x values
			// value[2] and value[3] are the min and max y values
			Dictionary<int, List<float>> hotSpotBoundaries = new Dictionary<int, List<float>> ();
			hotSpotBoundaries.Add ( 0, new List<float> (){0.000f, 0.200f, 0.000f, 0.200f});
			hotSpotBoundaries.Add ( 1, new List<float> (){0.200f, 0.400f, 0.000f, 0.200f});
			hotSpotBoundaries.Add ( 2, new List<float> (){0.400f, 0.600f, 0.000f, 0.200f});
			hotSpotBoundaries.Add ( 3, new List<float> (){0.600f, 08.00f, 0.000f, 0.200f});
			hotSpotBoundaries.Add ( 4, new List<float> (){0.800f, 1.000f, 0.000f, 0.200f});
			hotSpotBoundaries.Add ( 5, new List<float> (){0.000f, 0.200f, 0.200f, 0.400f});
			hotSpotBoundaries.Add ( 6, new List<float> (){0.200f, 0.400f, 0.200f, 0.400f});
			hotSpotBoundaries.Add ( 7, new List<float> (){0.400f, 0.600f, 0.200f, 0.400f});
			hotSpotBoundaries.Add ( 8, new List<float> (){0.600f, 08.00f, 0.200f, 0.400f});
			hotSpotBoundaries.Add ( 9, new List<float> (){0.800f, 1.000f, 0.200f, 0.400f});
			hotSpotBoundaries.Add (10, new List<float> (){0.000f, 0.200f, 0.400f, 0.600f});
			hotSpotBoundaries.Add (11, new List<float> (){0.200f, 0.400f, 0.400f, 0.600f});
			hotSpotBoundaries.Add (12, new List<float> (){0.400f, 0.600f, 0.400f, 0.600f});
			hotSpotBoundaries.Add (13, new List<float> (){0.600f, 08.00f, 0.400f, 0.600f});
			hotSpotBoundaries.Add (14, new List<float> (){0.800f, 1.000f, 0.400f, 0.600f});
			hotSpotBoundaries.Add (15, new List<float> (){0.000f, 0.200f, 0.600f, 0.800f});
			hotSpotBoundaries.Add (16, new List<float> (){0.200f, 0.400f, 0.600f, 0.800f});
			hotSpotBoundaries.Add (17, new List<float> (){0.400f, 0.600f, 0.600f, 0.800f});
			hotSpotBoundaries.Add (18, new List<float> (){0.600f, 08.00f, 0.600f, 0.800f});
			hotSpotBoundaries.Add (19, new List<float> (){0.800f, 1.000f, 0.600f, 1.000f});
			hotSpotBoundaries.Add (20, new List<float> (){0.000f, 0.200f, 0.800f, 1.000f});
			hotSpotBoundaries.Add (21, new List<float> (){0.200f, 0.400f, 0.800f, 1.000f});
			hotSpotBoundaries.Add (22, new List<float> (){0.400f, 0.600f, 0.800f, 1.000f});
			hotSpotBoundaries.Add (23, new List<float> (){0.600f, 08.00f, 0.800f, 1.000f});
			hotSpotBoundaries.Add (24, new List<float> (){0.800f, 1.000f, 0.800f, 1.000f});

			// Compute object density for each sector (just the sum of every object in that sector)
			foreach (GameObject obj in visibleObjects) {
				foreach (var hotSpotBoundary in hotSpotBoundaries) {
					// WorldToViewportPoint gives x and y values between 0 and 1.000
					Vector3 viewportPoint = cam.WorldToViewportPoint (obj.transform.position);
					if (viewportPoint.x >= hotSpotBoundary.Value[0] && viewportPoint.x < hotSpotBoundary.Value[1]
						&& viewportPoint.y >= hotSpotBoundary.Value[2] && viewportPoint.y < hotSpotBoundary.Value[3]) {
						hotSpotDensity [hotSpotBoundary.Key] += 1;
						break;
					}
				}
			}

			// Compute the average sector density for each sector BUT sector 4
			float averageSectorDensity = (hotSpotDensity [0]
				+ hotSpotDensity [1]
				+ hotSpotDensity [2]
				+ hotSpotDensity [3]
				+ hotSpotDensity [4]
				+ hotSpotDensity [5]
				+ hotSpotDensity [7]
				+ hotSpotDensity [9]
				+ hotSpotDensity [10]
				+ hotSpotDensity [11]
				+ hotSpotDensity [12]
				+ hotSpotDensity [13]
				+ hotSpotDensity [14]
				+ hotSpotDensity [15]
				+ hotSpotDensity [17]
				+ hotSpotDensity [19]
				+ hotSpotDensity [20]
				+ hotSpotDensity [21]
				+ hotSpotDensity [22]
				+ hotSpotDensity [23]
				+ hotSpotDensity [24]) / 21f;

			if (averageSectorDensity < 0.125f) {
				averageSectorDensity = 0.06f;
			}

			float score = (hotSpotDensity [6]
				+ hotSpotDensity [8]
				+ hotSpotDensity [16]
				+ hotSpotDensity [18]) / averageSectorDensity;

			// Guard against potential negative values
			if (score < 0f) {
				return 0f;
			}

			return score;
		}
コード例 #41
0
    /// <summary>
    /// 
    /// </summary>
    /// <param name="canvas"></param>
    /// <param name="worldPosition"></param>
    /// <param name="camera"></param>
    /// <returns></returns>
    public static Vector2 WorldToCanvas( this Canvas canvas, Vector3 worldPosition, Camera camera = null )
    {
        camera = camera ?? Camera.main;

        var viewportPosition = camera.WorldToViewportPoint( worldPosition );
        var canvasRect = canvas.GetComponent<RectTransform>();

        return new Vector2( ( viewportPosition.x * canvasRect.sizeDelta.x ) - ( canvasRect.sizeDelta.x * 0.5f ),
                            ( viewportPosition.y * canvasRect.sizeDelta.y ) - ( canvasRect.sizeDelta.y * 0.5f ) );
    }
コード例 #42
0
ファイル: EditMode.cs プロジェクト: demelev/projectHL
 private static bool PointSeenByCamera(Camera camera, Vector3 point)
 {
     Vector3 vector = camera.WorldToViewportPoint(point);
     return ((((vector.x > 0f) && (vector.x < 1f)) && (vector.y > 0f)) && (vector.y < 1f));
 }
コード例 #43
0
ファイル: Actor.cs プロジェクト: paoloburelli/camon
    /// <summary>
    /// Calculates all actor's screen values given a specific camera.
    /// </summary>
    /// <param name="camera">Camera.</param>
    public void Reevaluate(Camera camera)
    {
        if (!Ignored) {

            int originalLayer = transform.gameObject.layer;
            transform.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast");

            inFrustum = 0;
            screenMin = Vector3.one;
            screenMin.z = float.PositiveInfinity;
            screenMax = Vector3.zero;

            foreach (Vector3 v in proxyMesh.vertices) {
                Vector3 tv = proxy.transform.TransformPoint (v);
                Vector3 sv = camera.WorldToViewportPoint (tv);
                if (sv.z > 0 && sv.y < 1 && sv.y > 0 && sv.x > 0 && sv.x < 1) {
                    inFrustum++;
                    if (sv.y > screenMax.y) {
                        screenMax.y = sv.y;
                        onScreenSamplePoints [(int)SamplePoint.Top] = tv;
                    }
                    if (sv.y < screenMin.y) {
                        screenMin.y = sv.y;
                        onScreenSamplePoints [(int)SamplePoint.Bottom] = tv;
                    }
                    if (sv.x > screenMax.x) {
                        screenMax.x = sv.x;
                        onScreenSamplePoints [(int)SamplePoint.Right] = tv;
                    }
                    if (sv.x < screenMin.x) {
                        screenMin.x = sv.x;
                        onScreenSamplePoints [(int)SamplePoint.Left] = tv;
                    }
                    if (sv.z > screenMax.z)
                        screenMax.z = sv.z;

                    if (sv.z < screenMin.z)
                        screenMin.z = sv.z;
                }
            }
            onScreenSamplePoints [(int)SamplePoint.Center] = (onScreenSamplePoints [(int)SamplePoint.Top] + onScreenSamplePoints [(int)SamplePoint.Bottom] + onScreenSamplePoints [(int)SamplePoint.Right]+ onScreenSamplePoints [(int)SamplePoint.Left])/4 + (onScreenSamplePoints [(int)SamplePoint.Right] - onScreenSamplePoints [(int)SamplePoint.Left]) * Random.value * 0.2f;
            inFrustum *= 1.0f / proxyMesh.vertices.LongLength;

            if (inFrustum > 0) {
                for (int i=0; i<SAMPLES; i++) {
                    Vector3 direction = camera.transform.position - onScreenSamplePoints [i];
                    samplePointsVisibility [i] = !Physics.Raycast (onScreenSamplePoints [i], direction.normalized, direction.magnitude, LAYER_MASK);
                }

                float height = screenMax.y - screenMin.y;
                float width = screenMax.x - screenMin.x;

                projectionSize = height > width ? height : width;
                projectionSize *= 1.1f; //this gives some borders around the object on the screen

            } else {
                for (int i=0; i<SAMPLES; i++) {
                    onScreenSamplePoints [i] = Vector3.zero;
                    samplePointsVisibility [i] = false;
                }

                projectionSize = float.NegativeInfinity;

                screenSpaceBounds.SetMinMax(Vector3.zero,Vector3.zero);

                Vector3 viewPortSpaceCenter = camera.WorldToViewportPoint (Position);

                screenMax.x = viewPortSpaceCenter.x > 0 ? viewPortSpaceCenter.x > 1 ? float.PositiveInfinity : float.NaN : float.NegativeInfinity;
                screenMax.y = viewPortSpaceCenter.y > 0 ? viewPortSpaceCenter.y > 1 ? float.PositiveInfinity : float.NaN : float.NegativeInfinity;
                screenMax.z = 0;
                screenMin.x = screenMax.x;
                screenMin.y = screenMax.y;
                screenMin.z = screenMax.z;
            }

            //If it is too small it is not visible;
            //if (projectionSize < 0.01)
            //	onScreenFraction = 0;

            screenSpaceBounds.SetMinMax(screenMin,screenMax);
            transform.gameObject.layer = originalLayer;

            cameraPosition = camera.transform.position;
        }
    }
コード例 #44
0
ファイル: Bokeh.cs プロジェクト: xyhak47/learn_unity
 // --------- 2016.1.21 commented by Xinjie Wang ---------
 // This is the original function
 //float CalculateSubjectDistance()
 //{
 //if (_subject == null) return _distance;
 //var cam = GetComponent<Camera>().transform;
 //return Vector3.Dot(_subject.position - cam.position, cam.forward);
 //}
 // --------- 2016.1.21 added by Xinjie Wang ---------
 // Detect whether an object is inside the camera-view or not
 bool notOnScreen(Transform obj, Camera cam)
 {
     Vector3 screenPoint = cam.WorldToViewportPoint (obj.position);
     bool onScreen = screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1;
     return !onScreen;
 }
コード例 #45
0
	/// <summary>
	/// Convert the specified world point from one camera's world space to another, then make it relative to the specified transform.
	/// You should use this function if you want to position a widget using some 3D point in space.
	/// Pass your main camera for the "worldCam", and your UI camera for "uiCam", then the widget's transform for "relativeTo".
	/// You can then assign the widget's localPosition to the returned value.
	/// </summary>

	static public Vector3 WorldToLocalPoint (Vector3 worldPos, Camera worldCam, Camera uiCam, Transform relativeTo)
	{
		worldPos = worldCam.WorldToViewportPoint(worldPos);
		worldPos = uiCam.ViewportToWorldPoint(worldPos);
		if (relativeTo == null) return worldPos;
		relativeTo = relativeTo.parent;
		if (relativeTo == null) return worldPos;
		return relativeTo.InverseTransformPoint(worldPos);
	}
コード例 #46
0
        private bool CheckIfTransformOutOfScreenBorder()
        {
            Vector3 viewPos = cam.WorldToViewportPoint(transform.position);

            return(viewPos.x < 0 || viewPos.x > 1 || viewPos.y < 0 || viewPos.y > 1 || viewPos.z < 0);
        }
コード例 #47
0
ファイル: MiniMapItem.cs プロジェクト: 359087005/LYZFramework
        /// <summary>
        /// 更新交互UI的实时位置
        /// </summary>
        public void UpdatePosition()
        {
            Vector3 pp = miniCamera.WorldToViewportPoint(target.position + offect);

            iconItem.anchoredPosition = MiniMapUtils.CalculateMiniMapPosition(pp, mapUIRoot);
        }
コード例 #48
0
	/// <summary>
	/// Helper function that can set the transform's position to be at the specified world position.
	/// Ideal usage: positioning a UI element to be directly over a 3D point in space.
	/// </summary>
	/// <param name="worldPos">World position, visible by the worldCam</param>
	/// <param name="worldCam">Camera that is able to see the worldPos</param>
	/// <param name="myCam">Camera that is able to see the transform this function is called on</param>

	static public void OverlayPosition (this Transform trans, Vector3 worldPos, Camera worldCam, Camera myCam)
	{
		worldPos = worldCam.WorldToViewportPoint(worldPos);
		worldPos = myCam.ViewportToWorldPoint(worldPos);
		Transform parent = trans.parent;
		trans.localPosition = (parent != null) ? parent.InverseTransformPoint(worldPos) : worldPos;
	}
コード例 #49
0
		public static float bottomThird(GameObject subject, List<GameObject> visibleObjects, Camera cam) {
			List<float> rowDensity = new List<float>(new float[3]);

			// The value of rowBoundaries is a pair of floats such that:
			// value[0] and value[1] are the min and max x values
			// value[2] and value[3] are the min and max y values
			Dictionary<int, List<float>> rowBoundaries = new Dictionary<int, List<float>> ();
			rowBoundaries.Add (0, new List<float> (){0.000f, 0.333f});
			rowBoundaries.Add (1, new List<float> (){0.333f, 0.666f});
			rowBoundaries.Add (2, new List<float> (){0.666f, 1.000f});

			// Compute object density for each sector (just the sum of every object in that sector)
			foreach (GameObject obj in visibleObjects) {
				foreach (var rowBoundary in rowBoundaries) {
					// WorldToViewportPoint gives x and y values between 0 and 1.000
					Vector3 viewportPoint = cam.WorldToViewportPoint (obj.transform.position);
					if (viewportPoint.y >= rowBoundary.Value[0] && viewportPoint.y < rowBoundary.Value[1]) {
						rowDensity [rowBoundary.Key] += 1;
						break;
					}
				}
			}

			// Compute the average sector density for each sector BUT sector 4
			float averageSectorDensity = (rowDensity [1]
				+ rowDensity [2]) / 2f;

			if (averageSectorDensity < 0.125f) {
				averageSectorDensity = 0.06f;
			}

			float score = rowDensity [0] / averageSectorDensity;

			// Guard against potential negative values
			if (score < 0f) {
				return 0f;
			}

			return score;
		}
コード例 #50
0
    public static void TickBullets(World model)
    {
        foreach (var bullet in model.bullets.Values)
        {
            bullet.dir += model.wind;
            bullet.pos += bullet.dir * bullet.speed;

            UnityEngine.Camera  cam = UnityEngine.Camera.main;
            UnityEngine.Vector2 bulletViewportPos = cam.WorldToViewportPoint(bullet.pos.Vector3());
            UnityEngine.Vector3 bulletWorldPos    = bullet.pos.Vector3();

            if (bulletViewportPos.x < 0 || bulletViewportPos.x > 1)
            {
                bullet.dir = new Position(-bullet.dir.x, bullet.dir.y).Normalize();
                bullet.pos = new Position(
                    cam.ViewportToWorldPoint(
                        new UnityEngine.Vector2(UnityEngine.Mathf.Clamp01(bulletViewportPos.x), bulletViewportPos.y)
                        )
                    );
                bullet.ricochetLifeHits--;

                AudioController.Instance.PlaySound(AudioController.Sound.Ricoshet);
            }
            if (bulletViewportPos.y < 0 || bulletViewportPos.y > 1)
            {
                bullet.dir = new Position(bullet.dir.x, -bullet.dir.y).Normalize();
                bullet.pos = new Position(
                    cam.ViewportToWorldPoint(
                        new UnityEngine.Vector2(bulletViewportPos.x, UnityEngine.Mathf.Clamp01(bulletViewportPos.y))
                        )
                    );
                bullet.ricochetLifeHits--;
                AudioController.Instance.PlaySound(AudioController.Sound.Ricoshet);
            }

            foreach (var bandit in model.bandits.Values)
            {
                Circle bulletCircle = CollisionService.CreateCircle(bullet.pos, bullet.dir * bullet.radius, bullet.radius);
                Circle banditCircle = CollisionService.CreateCircle(bandit.pos, new Position(), bandit.radius);

                Position hitPoint;
                if (CollisionService.DynamicToStaticCircleCollision(bulletCircle, banditCircle, out hitPoint))
                {
                    model.gizmos.Add(hitPoint);

                    Position delta  = hitPoint - bandit.pos;
                    Position normal = delta.Normalize();

                    Position pushDir = (bullet.dir * 0.5f + normal * 0.75f).Normalize();


                    bullet.pos = hitPoint;
                    bullet.dir = pushDir;
                    bullet.ricochetLifeHits--;
                    bullet.hits++;

                    bandit.pos += pushDir * -2f;
                    bandit.hp--;

                    if (bandit.hp <= 0)
                    {
                        bandit.isActive = false;
                    }
                    else if (bandit.hp > 0)
                    {
                        model.events.Enqueue(new BanditDamagedEvent(bandit.id));
                    }
                }
            }

            if (bullet.ricochetLifeHits <= 0)
            {
                bullet.isActive = false;
            }
        }
    }
コード例 #51
0
 public static float metresToZBufferValue(Camera c, float distance)
 {
     //returns value from 0 to 1. 0 = nearclipplane, 1 = farclipplane. Linearly interpolated.
     float result = c.WorldToViewportPoint((distance-c.nearClipPlane) * c.transform.forward + c.transform.position).z / (c.farClipPlane-c.nearClipPlane);
     return result;
 }