Unity Scene视图射线功能

用反射物理射线的方法,把这个脚本放到Editor下

/**
 * Author: YinPeiQuan
**/
using UnityEngine;
using UnityEditor;
using System;
using System.Linq;
using System.Reflection;

[InitializeOnLoad]
public class RayHitRefrelection
{
    public static Type type_HandleUtility;
    protected static MethodInfo meth_IntersectRayMesh;

    static RayHitRefrelection()
    {
        var editorTypes = typeof(Editor).Assembly.GetTypes();

        type_HandleUtility = editorTypes.FirstOrDefault(t => t.Name == "HandleUtility");
        meth_IntersectRayMesh = type_HandleUtility.GetMethod("IntersectRayMesh", (BindingFlags.Static | BindingFlags.NonPublic));
    }

    public static bool IntersectRayMesh(Ray ray, MeshFilter meshFilter, out RaycastHit hit)
    {
        return IntersectRayMesh(ray, meshFilter.mesh, meshFilter.transform.localToWorldMatrix, out hit);
    }

    static object[] parameters = new object[4];
    public static bool IntersectRayMesh(Ray ray, Mesh mesh, Matrix4x4 matrix, out RaycastHit hit)
    {
        parameters[0] = ray;
        parameters[1] = mesh;
        parameters[2] = matrix;
        parameters[3] = null;
        bool result = (bool)meth_IntersectRayMesh.Invoke(null, parameters);
        hit = (RaycastHit)parameters[3];
        return result;
    }
}

使用方法,从scene视图中心发条射线检测,获取射线射中的点

    public static Vector3 GetSceneViewPosition()
    {
        if (null == SceneView.lastActiveSceneView)
        {
            return Vector3.zero;
        }

        Ray ray = SceneView.lastActiveSceneView.camera.ScreenPointToRay(new Vector3(SceneView.lastActiveSceneView.camera.pixelWidth / 2, SceneView.lastActiveSceneView.camera.pixelHeight / 2, 0));
        MeshFilter[] componentsInChildren = GameObject.FindObjectsOfType<MeshFilter>();
        float num = float.PositiveInfinity;
        Vector3 point = Vector3.zero;
        foreach (MeshFilter meshFilter in componentsInChildren)
        {
            Mesh sharedMesh = meshFilter.sharedMesh;
            RaycastHit hit;
            if (sharedMesh
                && RayHitRefrelection.IntersectRayMesh(ray, sharedMesh, meshFilter.transform.localToWorldMatrix, out hit)
                && hit.distance < num)
            {
                point = hit.point;
                num = hit.distance;
            }
        }
        return point;
    }

 

 

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值