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Unity 检测对象是否在相机的视锥体范围内

TestInCamera.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Stopwatch = System.Diagnostics.Stopwatch;

[RequireComponent(typeof(MeshRenderer))]
public class TestInCamera : MonoBehaviour {

    private Camera m_cam;

    private MeshRenderer m_meshRenderer;
    private Stopwatch m_sw;

    private void Start() {
        m_cam = Camera.main;
        m_meshRenderer = GetComponent<MeshRenderer>();

        // 采用给定摄像机的视椎体,然后返回形成此视椎体的六个平面。
        // 排序:[0] = 左、[1] = 右、[2] = 下、[3] = 上、[4] = 近、[5] = 远
        Plane[] planes = GeometryUtility.CalculateFrustumPlanes(m_cam);
        for (int i = 0; i < 6; ++i) {
            GameObject p = GameObject.CreatePrimitive(PrimitiveType.Plane);
            p.name = "Plane " + i.ToString();
            p.transform.position = -planes[i].normal * planes[i].distance;
            p.transform.rotation = Quaternion.FromToRotation(Vector3.up, planes[i].normal);
        }
    }

    void Update() {
        if (m_sw == null) {
            m_sw = new Stopwatch();
        }
        m_sw.Restart();

        Plane[] planes = GeometryUtility.CalculateFrustumPlanes(m_cam);
        bool inside = GeometryUtility.TestPlanesAABB(planes, m_meshRenderer.bounds);

        m_sw.Stop();
        //Debug.Log($"time:{m_sw.ElapsedMilliseconds} ms, inside:{inside}");

    }

}

posted on 2022-06-10 16:32  kingBook  阅读(116)  评论(0编辑  收藏  举报