最近在搞定位物体这方面的,用摄像机发出射线,然后鼠标点击哪里,射线射哪里,在射击的位置产生碰撞,然后对碰撞点进行定位。
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
public class shiquer : MonoBehaviour
{
public float pokeForce;
// Use this for initialization
void Start()
{
{
public float pokeForce;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonUp(0))
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
void Update()
{
if (Input.GetMouseButtonUp(0))
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 10000))
if (hit.rigidbody != null)
hit.rigidbody.AddForceAtPosition(ray.direction * pokeForce, hit.point);
{
Debug.Log(hit.point);
}
{
//transform.position = hit.point;
if (hit.rigidbody != null)
hit.rigidbody.AddForceAtPosition(ray.direction * pokeForce, hit.point);
{
Debug.Log(hit.point);
}
{
//transform.position = hit.point;
//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;
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;
//Mesh mesh1 = collider.sharedMesh;
//获取Mesh网格的所有顶点
Vector3[] vertices = mesh0.vertices;
// Vector3[] vertices = mesh1.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;
//int[] triangles = mesh1.triangles;
//然后通过hit.triangleIndex(摄像碰撞到的三角形的第一个点的索引)
Mesh mesh0 = collider.sharedMesh;
//Mesh mesh1 = collider.sharedMesh;
//获取Mesh网格的所有顶点
Vector3[] vertices = mesh0.vertices;
// Vector3[] vertices = mesh1.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;
//int[] triangles = mesh1.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;
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);
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;
}
}
}
}
GameObject.Find("Sphere1").transform.position = p0;
// GameObject.Find("Sphere2").transform.position = p1;
// GameObject.Find("Sphere3").transform.position = p2;
}
}
}
}
上面是鼠标点击一处,红色标记会在鼠标点击处显示,并且在console中显示它所在的坐标。