示例#1
0
    public bool SetupCamera(float nearClipPlane, float farClipPlane, Matrix4x4 projectionMatrix, ref bool opticalOut)
    {
        Camera c = this.gameObject.GetComponent <Camera>();

        // A perspective projection matrix from the tracker
        c.orthographic = false;

        // Shouldn't really need to set these, because they are part of the custom
        // projection matrix, but it seems that in the editor, the preview camera view
        // isn't using the custom projection matrix.
        c.nearClipPlane = nearClipPlane;
        c.farClipPlane  = farClipPlane;

        if (Optical)
        {
            float   fovy;
            float   aspect;
            float[] m = new float[16];
            float[] p = new float[16];
            opticalSetupOK = PluginFunctions.arwLoadOpticalParams(null, OpticalParamsFileContents, OpticalParamsFileContents.Length, out fovy, out aspect, m, p);
            if (!opticalSetupOK)
            {
                ARController.Log(LogTag + "Error loading optical parameters.");
                return(false);
            }
            m[12] *= 0.001f;
            m[13] *= 0.001f;
            m[14] *= 0.001f;
            ARController.Log(LogTag + "Optical parameters: fovy=" + fovy + ", aspect=" + aspect + ", camera position (m)={" + m[12].ToString("F3") + ", " + m[13].ToString("F3") + ", " + m[14].ToString("F3") + "}");

            c.projectionMatrix = ARUtilityFunctions.MatrixFromFloatArray(p);

            opticalViewMatrix = ARUtilityFunctions.MatrixFromFloatArray(m);
            if (OpticalEyeLateralOffsetRight != 0.0f)
            {
                opticalViewMatrix = Matrix4x4.TRS(new Vector3(-OpticalEyeLateralOffsetRight, 0.0f, 0.0f), Quaternion.identity, Vector3.one) * opticalViewMatrix;
            }
            // Convert to left-hand matrix.
            opticalViewMatrix = ARUtilityFunctions.LHMatrixFromRHMatrix(opticalViewMatrix);

            opticalOut = true;
        }
        else
        {
            c.projectionMatrix = projectionMatrix;
        }

        // Don't clear anything or else we interfere with other foreground cameras
        c.clearFlags = CameraClearFlags.Nothing;

        // Renders after the clear and background cameras
        c.depth = 2;

        c.transform.position   = new Vector3(0.0f, 0.0f, 0.0f);
        c.transform.rotation   = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
        c.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);


        return(true);
    }