Created
October 21, 2020 00:21
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a quick experiment on how to do 2D zooms on a 3D camera
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
public class DebugTestZoom : MonoBehaviour | |
{ | |
public Vector2 pers; | |
public float zoom; | |
Matrix4x4 matrix; | |
Camera camera; | |
// Start is called before the first frame update | |
void Start() | |
{ | |
camera = GetComponent<Camera>(); | |
matrix = camera.projectionMatrix; | |
} | |
void Update() | |
{ | |
zoom = Mathf.Clamp(zoom, 1, 5); | |
var limitPers = Mathf.Abs(Mathf.Abs(zoom)-1); | |
pers.x = Mathf.Clamp(pers.x, -limitPers, limitPers); | |
pers.y = Mathf.Clamp(pers.y, -limitPers, limitPers); | |
SetVanishingPoint(GetComponent<Camera>(), pers); | |
} | |
void SetVanishingPoint (Camera cam, Vector2 perspectiveOffset) { | |
var m = cam.projectionMatrix; | |
var width = 2*cam.nearClipPlane/matrix.m00 / zoom; | |
var height = 2*cam.nearClipPlane/matrix.m11 / zoom; | |
perspectiveOffset.x *= width / 2f; | |
perspectiveOffset.y *= height / 2f; | |
var left = (-width / 2 - perspectiveOffset.x); | |
var right = (left + width); | |
var bottom = (-height / 2 - perspectiveOffset.y); | |
var top = (bottom + height); | |
cam.projectionMatrix = PerspectiveOffCenter(left, right, bottom, top, cam.nearClipPlane, cam.farClipPlane); | |
} | |
Matrix4x4 PerspectiveOffCenter (float left, float right, float bottom, float top, float near, float far) | |
{ | |
var x = (2.0f * near) / (right - left); | |
var y = (2.0f * near) / (top - bottom); | |
var a = (right + left) / (right - left); | |
var b = (top + bottom) / (top - bottom); | |
var c = -(far + near) / (far - near); | |
var d = -(2.0f * far * near) / (far - near); | |
var e = -1.0f; | |
Matrix4x4 m = new Matrix4x4(); | |
m[0,0] = x; m[0,1] = 0.0f; m[0,2] = a; m[0,3] = 0.0f; | |
m[1,0] = 0.0f; m[1,1] = y; m[1,2] = b; m[1,3] = 0.0f; | |
m[2,0] = 0.0f; m[2,1] = 0.0f; m[2,2] = c; m[2,3] = d; | |
m[3,0] = 0.0f; m[3,1] = 0.0f; m[3,2] = e; m[3,3] = 0.0f; | |
return m; | |
} | |
} |
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