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Unity3d Camera cage from camera to near plane in editor.
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using UnityEngine; | |
using System.Collections; | |
// Camera cage from camera to near plane in editor. | |
public class DrawCameraViewFrustrum : MonoBehaviour | |
{ | |
public Color clr = new Color(0.1f, 0.14f, 0.8f, 0.5f); | |
public void OnDrawGizmos() | |
{ | |
Gizmos.color= clr; | |
float near = GetComponent<Camera>().nearClipPlane; | |
if ( GetComponent<Camera>().orthographic ) | |
{ | |
// Orthographic cage | |
Gizmos.DrawWireCube( | |
transform.position + new Vector3(0,0,near/2), | |
new Vector3( | |
(GetComponent<Camera>().orthographicSize*GetComponent<Camera>().aspect)*2, | |
GetComponent<Camera>().orthographicSize*2, | |
near)); | |
} | |
else | |
{ | |
// Perspective cage | |
float angleTan = Mathf.Tan( GetComponent<Camera>().fieldOfView ); | |
Gizmos.DrawWireCube( | |
transform.position + new Vector3(0,0,near/2), | |
new Vector3( | |
(angleTan * near * GetComponent<Camera>().aspect)/2 , | |
(angleTan * near)/2, | |
near)); | |
} | |
} | |
} |
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