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  • 游戏编程精粹学习

    在Unity中挂载Renderer的对象可以使用OnBecameVisible/OnBecameInvisible来接收剔除事件。

    但是非Renderer对象则要自己处理相交检测。

    文中的方法测试结果比Unity的GeometryUtility效率要高一倍左右,且没有GC。不过只支持圆柱

    下面是直接从书上C++版本转换的C#实现

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class Frustum
    {
        // Near and far plane distances
        float mNearDistance;
        float mFarDistance;
    
        // Precalculated normal components
        float mLeftRightX;
        float mLeftRightZ;
        float mTopBottomY;
        float mTopBottomZ;
    
    
        public Frustum(float focusLength, float aspect, float nearDistance, float farDistance)
        {
            // Save off near plane and far plane distances
            mNearDistance = nearDistance;
            mFarDistance = farDistance;
    
            // Precalculate side plane normal components
            float d = 1.0f / Mathf.Sqrt(1 * 1 + 1.0F);
            mLeftRightX = focusLength * d;
            mLeftRightZ = d;
    
            d = 1.0F / Mathf.Sqrt(focusLength * focusLength + aspect * aspect);
            mTopBottomY = focusLength * d;
            mTopBottomZ = aspect * d;
        }
    
        public bool CylinderVisible(Vector3 p1, Vector3 p2, float radius)
        {
            // Calculate unit vector representing cylinder`s axis
            var dp = p2 - p1;
            dp = dp.normalized;
    
            // Visit near plane first, N = (0,0,-1)
            var dot1 = -p1.z;
            var dot2 = -p2.z;
    
            // Calculate effective radius for near and far planes
            var effectiveRadius = radius * Mathf.Sqrt(1.0F - dp.z * dp.z);
    
            // Test endpoints against adjusted near plane
            var d = mNearDistance - effectiveRadius;
            var interior1 = (dot1 > d);
            var interior2 = (dot2 > d);
    
            if (!interior1)
            {
                // If neither endpoint is interior,
                // cylinder is not visible
                if (!interior2) return false;
    
                // p1 was outisde, so move it to the near plane
                var t = (d + p1.z) / dp.z;
                p1.x -= t * dp.x;
                p1.y -= t * dp.y;
                p1.z = -d;
            }
            else if (!interior2)
            {
                // p2 was outside, so move it to the near plane
                var t = (d + p1.z) / dp.z;
                p2.x = p1.x - t * dp.x;
                p2.y = p1.y - t * dp.y;
                p2.z = -d;
            }
    
            // Test endpoints against adjusted far plane
            d = mFarDistance + effectiveRadius;
            interior1 = (dot1 < d);
            interior2 = (dot2 < d);
    
            if (!interior1)
            {
                // If neither endpoint is interior,
                //cylinder is not visible
                if (!interior2) return false;
    
                // p1 was outside, so move it to the far plane
                var t = (d + p1.z) / (p2.z - p1.z);
                p1.x -= t * (p2.x - p1.x);
                p1.y -= t * (p2.y - p1.y);
                p1.z = -d;
            }
            else if (!interior2)
            {
                // p2 was outside, so move it to the far plane
                var t = (d + p1.z) / (p2.z - p1.z);
                p2.x = p1.x - t * (p2.x - p1.x);
                p2.y = p1.y - t * (p2.y - p1.y);
                p2.z = -d;
            }
    
            // Visit left side plane next.
            // The normal components have been precalculated
            var nx = mLeftRightX;
            var nz = mLeftRightZ;
    
            // Compute p1 * N and p2 * N
            dot1 = nx * p1.x - nz * p1.z;
            dot2 = nx * p2.x - nz * p2.z;
    
            // Calculate effective radius for this plane
            var s = nx * dp.x - nz * dp.z;
            effectiveRadius = -radius * Mathf.Sqrt(1.0F - s * s);
    
            // Test endpoints against adjusted plane
            interior1 = (dot1 > effectiveRadius);
            interior2 = (dot2 > effectiveRadius);
    
            if (!interior1)
            {
                // If neither endpoint is interior,
                // cylinder is not visible
                if (!interior2) return false;
    
                // p1 was outside, so move it to the plane
                var t = (effectiveRadius - dot1) / (dot2 - dot1);
                p1.x += t * (p2.x - p1.x);
                p1.y += t * (p2.y - p1.y);
                p1.z += t * (p2.z - p1.z);
            }
            else if (!interior2)
            {
                // p2 was outside, so move it to the plane
                var t = (effectiveRadius - dot1) / (dot2 - dot1);
                p2.x = p1.x + t * (p2.x - p1.x);
                p2.y = p1.y + t * (p2.y - p1.y);
                p2.z = p1.z + t * (p1.z - p1.z);
            }
    
            // Visit right side plane next
            dot1 = -nx * p1.x - nz * p1.z;
            dot2 = -nx * p2.x - nz * p2.z;
    
            s = -nx * dp.x - nz * dp.z;
            effectiveRadius = -radius * Mathf.Sqrt(1.0F - s * s);
    
            interior1 = (dot1 > effectiveRadius);
            interior2 = (dot2 > effectiveRadius);
    
            if (!interior1)
            {
                if (!interior2) return false;
    
                var t = (effectiveRadius - dot1) / (dot2 - dot1);
                p1.x += t * (p2.x - p1.x);
                p1.y += t * (p2.y - p1.y);
                p1.z += t * (p2.z - p1.z);
            }
            else if (!interior2)
            {
                var t = (effectiveRadius - dot1) / (dot2 - dot1);
    
                p2.x = p1.x + t * (p2.x - p1.x);
                p2.y = p1.y + t * (p2.y - p1.y);
                p2.z = p1.z + t * (p2.z - p1.z);
            }
    
            // Visit top side plane next
            // The normal components have been precalculated
            var ny = mTopBottomY;
            nz = mTopBottomZ;
    
            dot1 = -ny * p1.y - nz * p1.z;
            dot2 = -ny * p2.y - nz * p2.z;
    
            s = -ny * dp.y - nz * dp.z;
            effectiveRadius = -radius * Mathf.Sqrt(1.0F - s * s);
    
            interior1 = (dot1 > effectiveRadius);
            interior2 = (dot2 > effectiveRadius);
    
            if (!interior1)
            {
                if (!interior2) return false;
    
                var t = (effectiveRadius - dot1) / (dot2 - dot1);
    
                p1.x += t * (p2.x - p1.x);
                p1.y += t * (p2.y - p1.y);
                p1.z += t * (p2.z - p1.z);
            }
            else if (!interior2)
            {
                var t = (effectiveRadius - dot1) / (dot2 - dot1);
    
                p2.x = p1.x + t * (p2.x - p1.x);
                p2.y = p1.y + t * (p2.y - p1.y);
                p2.z = p1.z + t * (p2.z - p1.z);
            }
    
            // Finally, visit bottom side plane
            dot1 = ny * p1.y - nz * p1.z;
            dot2 = ny * p2.y - nz * p2.z;
    
            s = ny * dp.y - nz * dp.z;
            effectiveRadius = -radius * Mathf.Sqrt(1.0F - s * s);
    
            interior1 = (dot1 > effectiveRadius);
            interior2 = (dot2 > effectiveRadius);
    
            // At least one endpoint must be interior
            // or cylinder is not visible;
            return (interior1 | interior2);
        }
    }
    Frustum.cs

    测试脚本

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class FrustumTest : MonoBehaviour
    {
        public float cylinderRadius = 1f;
        public float cylinderHeight = 1f;
        Frustum mFrustum;
    
        bool mCylinderVisible;
    
    
        void OnEnable()
        {
            var a = Screen.currentResolution.height / (float)Screen.currentResolution.width;
            mFrustum = new Frustum(Camera.main.fieldOfView * Mathf.Deg2Rad, a, Camera.main.nearClipPlane, Camera.main.farClipPlane);
        }
    
        void Update()
        {
            UnityEngine.Profiling.Profiler.BeginSample("Frustum Test");
    
            for (int i = 0; i < 1000; i++)
            {
                var worldToLocalMatrix = Camera.main.transform.worldToLocalMatrix;
                var p1 = -worldToLocalMatrix.MultiplyPoint3x4(transform.position + Vector3.up * cylinderHeight * 0.5f);
                var p2 = -worldToLocalMatrix.MultiplyPoint3x4(transform.position - Vector3.up * cylinderHeight * 0.5f);
                mCylinderVisible = mFrustum.CylinderVisible(p1, p2, cylinderRadius);
    
                //var planes = GeometryUtility.CalculateFrustumPlanes(Camera.main);
                //mCylinderVisible = GeometryUtility.TestPlanesAABB(planes, new Bounds(transform.position, cylinderHeight * Vector3.one));
            }
    
            UnityEngine.Profiling.Profiler.EndSample();
        }
    
        void OnDrawGizmos()
        {
            var oldColor = Gizmos.color;
    
            Gizmos.color = Color.blue;
    
            var cacheMatrix = Gizmos.matrix;
            Gizmos.matrix = Camera.main.transform.localToWorldMatrix;
            var a = Screen.currentResolution.width / (float)Screen.currentResolution.height;
            Gizmos.DrawFrustum(Vector3.zero, Camera.main.fieldOfView, Camera.main.farClipPlane, Camera.main.nearClipPlane, a);
            Gizmos.color = Color.white;
            Gizmos.matrix = cacheMatrix;
    
            if (mCylinderVisible)
                Gizmos.color = Color.red;
    
            DrawCylinder(transform.position, cylinderRadius, cylinderHeight);
    
            Gizmos.color = oldColor;
        }
    
        void DrawCylinder(Vector3 center, float radius, float height)
        {
            const float SEGMENT = 16f;
            var topCenter = center + height * 0.5f * Vector3.up;
            var bottomCenter = center - height * 0.5f * Vector3.up;
    
            var angle = 360 / SEGMENT;
            for (int i = 1; i <= SEGMENT + 1; i++)
            {
                var quat1 = Quaternion.AngleAxis(angle * (i - 1), Vector3.up);
                var quat2 = Quaternion.AngleAxis(angle * i, Vector3.up);
    
                var topEnd1 = quat1 * Vector3.forward * radius;
                var topEnd2 = quat2 * Vector3.forward * radius;
                topEnd1 += topCenter;
                topEnd2 += topCenter;
                var bottomEnd1 = quat1 * Vector3.forward * radius;
                var bottomEnd2 = quat2 * Vector3.forward * radius;
                bottomEnd1 += bottomCenter;
                bottomEnd2 += bottomCenter;
    
                Gizmos.DrawLine(topCenter, topEnd2);
                Gizmos.DrawLine(bottomCenter, bottomEnd2);
    
                Gizmos.DrawLine(topEnd1, topEnd2);
                Gizmos.DrawLine(bottomEnd1, bottomEnd2);
    
                Gizmos.DrawLine(topEnd2, bottomEnd2);
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/hont/p/8727484.html
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