RaycastHit hit;
Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 100))
{
//拾取三角面前提是物体含有一个MeshCollider碰撞器
MeshCollider collider = hit.collider as MeshCollider;
if (collider == null||collider.sharedMesh==null)
return;
//获取碰撞器所在物体的Mesh网格
Mesh mesh0 = collider.sharedMesh;
//获取Mesh网格的所有顶点
Vector3[] vertices = mesh0.vertices;
//获取mesh的三角形索引,这里的索引的就是模型顶点数组的下标
int[] triangles = mesh0.triangles;
//然后通过hit.triangleIndex(摄像碰撞到的三角形的第一个点的索引)
//然后+1 ,+2,获取三角形另外两个点的坐标
Vector3 p0 = vertices[triangles[hit.triangleIndex * 3]];
Vector3 p1 = vertices[triangles[hit.triangleIndex * 3 + 1]];
Vector3 p2 = vertices[triangles[hit.triangleIndex * 3 + 2]];
Transform transform = collider.transform;
//上面的三个顶点是Mesh的本地坐标,需要用模型的Transform进行转换到世界坐标
p0 = transform.TransformPoint(p0);
p1 = transform.TransformPoint(p1);
p2 = transform.TransformPoint(p2);
//然后设置三个小球的位置到这个三个点,方便调试,呵呵!
GameObject.Find("Sphere1").transform.position = p0;
GameObject.Find("Sphere2").transform.position = p1;
GameObject.Find("Sphere3").transform.position = p2;
}