思路:
-
将方块的局部坐标加上相机的世界坐标,得到方块的世界坐标。
-
将方块的世界坐标,通过主相机的WorldToScreenPoint()方法转换为屏幕坐标screenPoint。
-
将方块屏幕坐标与屏幕大小相减,即将screenPoint.x = Screen.width - screenPoint.x,screenPoint.y = Screen.height - screenPoint.y。因为Log打印发现,第二步得出的方块屏幕坐标是相对于屏幕右上角的,而鼠标点击获得的屏幕坐标是相对于左下角的,所以需要转换。如屏幕宽高为1920*1080,第2步得出的方块屏幕坐标为(1000, 800),通过第3步转换的结果为(1920 - 1000, 1080 - 800)。
-
通过Vector3.Distance()求得鼠标点击坐标mousePoint和第3步方块屏幕坐标screenPoint的距离。如果距离 < 阈值,则作为点击到方块而消去方块。
代码:
- MatrixGame.cs:其中101~123行为主要代码。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class MatrixGame : MonoBehaviour
{
private const int ENEMY_COUNT = 20;
private const float CAMERA_DEPTH = 0.95f;
public class RendererInfo
{
public Vector3 m_Position;
public Vector3 m_Rotation;
public Vector3 m_Scale;
}
[SerializeField]
private Mesh m_EnemyMesh = null;
private Camera m_Camera = null;
private Material m_EnemyMaterial = null;
private List<Matrix4x4> m_EnemyMatrixList = new List<Matrix4x4>();
private List<RendererInfo> m_EnemyRendererList = new List<RendererInfo>();
private Vector3 m_CameraLeftBottom;
private Vector3 m_CameraRightTop;
private bool m_IsPause = false;
private void Start()
{
m_Camera = GetComponent<Camera>();
m_EnemyMaterial = new Material(Shader.Find("Universal Render Pipeline/Lit"));
m_EnemyMaterial.enableInstancing = true;
GameInit();
}
private void Update()
{
GameUpdate();
GameRender();
}
private void OnGUI()
{
if (GUI.Button(new Rect(0, 0, 100, 100), m_IsPause.ToString()))
{
m_IsPause = !m_IsPause;
}
}
private void GameInit()
{
Matrix4x4 projectionMatrix = CoordTranslate.PerspectiveProjectMatrix(m_Camera.fieldOfView, m_Camera.aspect, m_Camera.nearClipPlane, m_Camera.farClipPlane);
Matrix4x4 projectionMatrixInverse = projectionMatrix.inverse;
float depth = CAMERA_DEPTH;
Vector4 leftBottom = new Vector4(-1, -1, depth, 1);
Vector4 rightTop = new Vector4(1, 1, depth, 1);
float A = (m_Camera.nearClipPlane + m_Camera.farClipPlane) / (m_Camera.nearClipPlane - m_Camera.farClipPlane);
float B = 2 * m_Camera.nearClipPlane * m_Camera.farClipPlane / (m_Camera.nearClipPlane - m_Camera.farClipPlane);
float w = B / (depth + A);
leftBottom *= w;
rightTop *= w;
leftBottom = projectionMatrixInverse * leftBottom;
rightTop = projectionMatrixInverse * rightTop;
m_CameraLeftBottom = new Vector3(leftBottom.x, leftBottom.y, leftBottom.z);
m_CameraRightTop = new Vector3(rightTop.x, rightTop.y, rightTop.z);
//获取边界的其他方式
for (int i = 0; i < ENEMY_COUNT; ++i)
{
RendererInfo rendererInfo = new RendererInfo();
rendererInfo.m_Position = new Vector3(Random.Range(m_CameraLeftBottom.x, m_CameraRightTop.x),
Random.Range(m_CameraLeftBottom.y, m_CameraRightTop.y),
m_CameraLeftBottom.z);
rendererInfo.m_Rotation = Vector3.zero;
rendererInfo.m_Scale = new Vector3(1, 1, 1);
m_EnemyRendererList.Add(rendererInfo);
}
}
private void GameUpdate()
{
if (!m_IsPause)
{
for (int i = 0; i < m_EnemyRendererList.Count; ++i)
{
var rendererInfo = m_EnemyRendererList[i];
rendererInfo.m_Rotation += new Vector3(0, 180 * Time.deltaTime, 0);
//增加更多的运动形式
rendererInfo.m_Rotation += new Vector3(0, 0, 180 * Time.deltaTime);
}
}
if (Input.GetMouseButtonDown(0))
{
Vector3 mousePoint = Input.mousePosition;
Debug.Log(mousePoint);
//点击让对应的cube消失
for (int i = 0; i < m_EnemyRendererList.Count; ++i)
{
Vector3 m_Position = new Vector3(m_EnemyRendererList[i].m_Position.x, m_EnemyRendererList[i].m_Position.y, m_EnemyRendererList[i].m_Position.z);// 注意:复制一份位置,否则会更改方块位置,导致所有方块消失
m_Position += m_Camera.transform.position;
Vector3 screenPoint = m_Camera.WorldToScreenPoint(m_Position);// 将立方体世界坐标转换为屏幕坐标
screenPoint.x = Screen.width - screenPoint.x;
screenPoint.y = Screen.height - screenPoint.y;
Debug.Log("与屏幕坐标作用后,立方体屏幕坐标:" + "x:" + screenPoint.x + ", y:" + screenPoint.y + ", z:" + screenPoint.z);
if ((Vector3.Distance(mousePoint, screenPoint) < 100.0))
{
Debug.Log("小于临界距离");
m_EnemyRendererList.RemoveAt(i);// 列表中移除该方块
}
}
}
}
private void GameRender()
{
PrepareRenderData(ref m_EnemyMatrixList);
Graphics.DrawMeshInstanced(m_EnemyMesh, 0, m_EnemyMaterial, m_EnemyMatrixList);
}
private void PrepareRenderData(ref List<Matrix4x4> rendererList)
{
rendererList.Clear();
Matrix4x4 cameraToWorldMatrix = CoordTranslate.ViewMatrix(m_Camera.transform.position, m_Camera.transform.eulerAngles).inverse;
//Debug.Log("cameraToWorldMatrix:\n" + cameraToWorldMatrix.ToString());
for (int i = 0; i < m_EnemyRendererList.Count; ++i)
{
var rendererInfo = m_EnemyRendererList[i];
Matrix4x4 curMatrix =
TransfromMatrix.TRS(rendererInfo.m_Position, rendererInfo.m_Rotation, rendererInfo.m_Scale);
Matrix4x4 worldMatrix = cameraToWorldMatrix * curMatrix;
//Debug.Log("\ncurMatrix:\n" + curMatrix.ToString());
//Debug.Log("\nworldMatrix:\n" + worldMatrix.ToString());
m_EnemyMatrixList.Add(worldMatrix);
}
}
}
其他:
[MatixGame演示视频](https://www.kdocs.cn/view/media/l/sseG9FlD9yGz
[金山文档] MatixGame演示视频.mp4)