fixed camera GUI options

This commit is contained in:
wangobango 2021-11-07 19:45:49 +01:00
parent 2ec510dbe0
commit 3f3a21401c
3 changed files with 19 additions and 188 deletions

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@ -1,29 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System;
using UnityEngine.SceneManagement;
public class main : MonoBehaviour
{
//ground
float m_groundWidth = 10.0f;
float m_groundHeight = 10.0f;
Shader m_groundShader;
Texture m_groundTexture;
Color m_groundColor;
//camera GUI
float m_FieldOfView = 60.0f;
float m_camPosX = 0.0f;
float m_camPosY = 10.0f;
float m_camPosZ = 20.0f;
float m_camPosY = 0.0f;
float m_camPosZ = 0.0f;
float m_camLookAtX = 0.0f;
float m_camLookAtY = 0.0f;
float m_camLookAtZ = 0.0f;
float newCameraPosX = 0.0f;
float newCameraPosY = 0.0f;
float newCameraPosZ = 0.0f;
float camera_rotation = 1.1f;
float camera_r = 20f;
@ -32,7 +24,6 @@ public class main : MonoBehaviour
//components
GameObject mainCamera;
GameObject directionalLight;
GameObject ground;
int numOfTrees;
int numOfRows;
@ -49,7 +40,7 @@ public class main : MonoBehaviour
float treesZSlider = 0.0f;
float treesXSlider = 0.0f;
float lightIntensity = 4.0f;
float lightIntensity = 2.0f;
GameObject selectRandomTree()
{
var list = new List<GameObject> { tree1, tree2, tree3, tree4, tree5, tree6 };
@ -81,7 +72,6 @@ public class main : MonoBehaviour
directionalLight.transform.position = new Vector3(10, 10.0f, 10.0f);
directionalLight.transform.Rotate(lightDir.x, lightDir.y, lightDir.z, Space.Self);
//---------------------------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------------------------
// create prefabs
@ -112,82 +102,16 @@ public class main : MonoBehaviour
}
//---------------------------------------------------------------------------------------------------------------------
//ground
/*
m_groundColor = new Color(1.0f, 0.4f, 0.6f, 1.0f);
m_groundShader = Shader.Find("Standard");
ground = new GameObject("Ground");
MeshRenderer groundMeshRenderer = ground.AddComponent<MeshRenderer>();
groundMeshRenderer.material = new Material(m_groundShader);
groundMeshRenderer.material.color = m_groundColor;
MeshFilter groundMeshFilter = ground.AddComponent<MeshFilter>();
Mesh groundMesh = new Mesh();
//dane wierzcho³ków
Vector3[] vertices = new Vector3[4]
{
new Vector3(-m_groundWidth/2.0f, -1.0f,-m_groundHeight/2.0f ),
new Vector3(m_groundWidth/2.0f, -1.0f, -m_groundHeight/2.0f),
new Vector3(m_groundWidth/2.0f,-1.0f, m_groundHeight/2.0f),
new Vector3(-m_groundWidth/2.0f, -1.0f, m_groundHeight/2.0f),
};
//bufor wierzcho³ków dla groundMesh
groundMesh.vertices = vertices;
//dane indeksów dla groundMesh
int[] indices = new int[6]
{
0, 3, 2,
0, 2, 1
};
//bufor indeksów
groundMesh.triangles = indices;
//dane normalnych dla groundMesh
Vector3[] normals = new Vector3[4]
{
new Vector3(0,1,0),
new Vector3(0,1,0),
new Vector3(0,1,0),
new Vector3(0,1,0),
};
//bufor normalnych dla groundMesh
groundMesh.normals = normals;
//dane wspó³rzêdnych tekstury dla groundMesh
Vector2[] uv = new Vector2[4]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
new Vector2(1, 1)
};
//bufor wspó³rzêdnych tekstury dla groundMesh
groundMesh.uv = uv;
//mesh dla GameObject "Ground"
groundMeshFilter.mesh = groundMesh;
**/
}
void Update()
{
mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
// mainCamera.GetComponent<Camera>().transform.position = new Vector3(m_camPosX,m_camPosY,m_camPosZ);
mainCamera.GetComponent<Camera>().transform.position = new Vector3(camera_r * Mathf.Cos(camera_rotation) + 500f, 10f, camera_r * Mathf.Sin(camera_rotation) + 500f);
mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f, 1f, 500f));
newCameraPosX = camera_r * Mathf.Cos(camera_rotation) + 500f + m_camPosX;
newCameraPosY = 10f + m_camPosY;
newCameraPosZ = camera_r * Mathf.Sin(camera_rotation) + 500f + m_camPosZ;
mainCamera.GetComponent<Camera>().transform.position = new Vector3(newCameraPosX, newCameraPosY, newCameraPosZ);
mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f + m_camLookAtX, 1f + m_camLookAtY, 500f + m_camLookAtZ));
camera_rotation += 0.001f;
int index = 0;
@ -211,22 +135,22 @@ public class main : MonoBehaviour
m_FieldOfView = GUI.HorizontalSlider(new Rect(70, 20, 150, 20), m_FieldOfView, 20.0f, 150.0f);
GUI.Label(new Rect(10, 45, 60, 20), "camPosX");
m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -30.0f, 30.0f);
m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -300.0f, 300.0f);
GUI.Label(new Rect(10, 70, 60, 20), "camPosY");
m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -30.0f, 30.0f);
m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -300.0f, 300.0f);
GUI.Label(new Rect(10, 95, 60, 20), "camPosZ");
m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -30.0f, 30.0f);
m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -300.0f, 300.0f);
GUI.Label(new Rect(10, 120, 60, 20), "LookAtX");
m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -30.0f, 30.0f);
m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -300.0f, 300.0f);
GUI.Label(new Rect(10, 150, 60, 20), "LookAtY");
m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -30.0f, 30.0f);
m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -300.0f, 300.0f);
GUI.Label(new Rect(10, 170, 60, 20), "LookAtZ");
m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -30.0f, 30.0f);
m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -300.0f, 300.0f);
GUI.Label(new Rect(10, 190, 60, 20), "CameraR");
camera_r = GUI.HorizontalSlider(new Rect(70, 190, 150, 20), camera_r, -150.0f, 150.0f);