Hello, I am currently working on an application where I need to find the surface area covered by one (or more) camera FOV. The end goal is to be able to determine which potential camera spots would cover the most surface area of a floor, and eventually, with two or more cameras, cover as many angles so an object the player may be holding is in view as with as lateral and rotational movement possible. There’s also a few obstructions that could be in place to block parts of the view as well. Essentially, I want to be able to build a room/layout then find the best spots for a camera to be placed for maximum impact.
So far I’ve tried breaking the floor plane down into vertices and raycasting from the camera spot to each vertices and testing the angle of the line to make sure it’s within the camera’s FOV, but this seems to get a bit expensive when I try and increase the number of spots to test/vertices in the floor. I also want to eventually be able to test volume coverage rather than just the floor’s surface, but before I attempt that, I was hoping someone may have a more efficient method of “scoring” a potential camera spot. Thanks for any help!