TUIO鼠标点击与3D物体转换

using UnityEngine;
using System.Collections;

// this object just handles the crosshairs that show up under each touch event

public class BBCrosshairController : MonoBehaviour
{

    public GameObject crosshairPrefab;
    // public BBInputDelegate eventManager;
    //
    private ArrayList crosshairs = new ArrayList ();
    private Camera renderingCamera;

    void Start ()
    {
        renderingCamera = Camera.main;
        if (renderingCamera == null) {
            // someone didnt tag their cameras properly!!
            // just grab the first one
            if (Camera.allCameras.Length == 0)
                return;
            renderingCamera = Camera.allCameras [0];
        }
    }
    
    // we go through each touch input and place a crosshair at it's position.
    // we save a list of crosshairs and deactivate them when they are not
    // being used.
    void Update ()
    {
        int crosshairIndex = 0;
        int i;
        for (i = 0; i < iPhoneInput.touchCount; i++) {
            if (crosshairs.Count <= crosshairIndex) {
                // make a new crosshair and cache it
                GameObject newCrosshair = (GameObject)Instantiate (crosshairPrefab, Vector3.zero, Quaternion.identity);
                crosshairs.Add (newCrosshair);

            }
            iPhoneTouch touch = iPhoneInput.GetTouch (i);
           
            Vector3 screenPosition = new Vector3 (touch.position.x, touch.position.y, Camera.main.farClipPlane);
            GameObject thisCrosshair = (GameObject)crosshairs [crosshairIndex];
            thisCrosshair.SetActiveRecursively (true);
            thisCrosshair.transform.position = Camera.main.ScreenToWorldPoint(screenPosition);
            crosshairIndex++;
        }
        
        // if there are any extra ones, then shut them off
        for (i = crosshairIndex; i < crosshairs.Count; i++) {
            GameObject thisCrosshair = (GameObject)crosshairs [i];
            thisCrosshair.SetActiveRecursively (false);            
        }
    }
}
 

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