UGUI屏幕坐标和世界坐标、本地坐标的转换

本文介绍了Unity中用于RectTransformUtility的坐标转换函数,包括世界坐标转屏幕坐标、屏幕坐标转世界坐标以及屏幕坐标转UGUI坐标的实现。通过静态变量ScenceCamera和UGUICamera分别表示场景相机和UGUI相机,提供了多个接口方便进行不同坐标系统的转换操作。
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因为RectTransformUtility里面提供的函数是环形结构,所以屏幕坐标,UGUI坐标,世界坐标三者之间可以相互转换。

由于函数都需要用到场景相机和UGUI相机,所以定义两个相机变量。

///
/// 场景相机
///
public static Camera ScenceCamera;

///
/// UGUI相机
///
public static Camera UGUICamera;

下面开始看坐标系之间的转换接口。

世界坐标->屏幕坐标
WorldToScreenPoint

/// <summary>
    /// 世界坐标转屏幕坐标
    /// </summary>
    /// <param name="position"></param>
    /// <returns></returns>
    public static Vector2 WorldToScreenPoint(Vector3 worldPoint)
    {
        return RectTransformUtility.WorldToScreenPoint(ScenceCamera, worldPoint);
    }

    /// <summary>
    /// 世界坐标转屏幕坐标
    /// </summary>
    /// <param name="camera"></param>
    /// <param name="position"></param>
    /// <returns></returns>
    public static Vector2 WorldToScreenPoint(Camera cam, Vector3 worldPoint)
    {
        return RectTransformUtility.WorldToScreenPoint(cam, worldPoint);
    }

屏幕坐标->世界坐标
ScreenPointToWorldPointInRectangle

/// <summary>
    /// 屏幕坐标转世界坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="worldPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector3 worldPoint)
    {
        return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, UGUICamera, out worldPoint);
    }

    /// <summary>
    /// 屏幕坐标转世界坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="cam"></param>
    /// <param name="worldPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector3 worldPoint)
    {
        return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, cam, out worldPoint);
    }

屏幕坐标->UGUI坐标
ScreenPointToLocalPointInRectangle

/// <summary>
    /// 屏幕坐标转某个RectTransform下的localPosition坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="localPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector2 localPoint)
    {
        return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, UGUICamera, out localPoint);
    }

    /// <summary>
    /// 屏幕坐标转某个RectTransform下的localPosition坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="cam"></param>
    /// <param name="localPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector2 localPoint)
    {
        return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, cam, out localPoint);
    }

UGUI坐标->世界坐标
transform.position 就是UGUI下面的世界坐标,不用转换

UGUI坐标->屏幕坐标
UGUI坐标->世界坐标->屏幕坐标

世界坐标->UGUI坐标
世界坐标->屏幕坐标-> UGUI坐标

完整代码->TransformUtility.cs

using UnityEngine;

public class TransformUtility
{
    /// <summary>
    /// 场景相机
    /// </summary>
    public static Camera ScenceCamera;

    /// <summary>
    /// UGUI相机
    /// </summary>
    public static Camera UGUICamera;

    #region 世界坐标转屏幕坐标

    /// <summary>
    /// 世界坐标转屏幕坐标
    /// </summary>
    /// <param name="position"></param>
    /// <returns></returns>
    public static Vector2 WorldToScreenPoint(Vector3 worldPoint)
    {
        return RectTransformUtility.WorldToScreenPoint(ScenceCamera, worldPoint);
    }

    /// <summary>
    /// 世界坐标转屏幕坐标
    /// </summary>
    /// <param name="camera"></param>
    /// <param name="position"></param>
    /// <returns></returns>
    public static Vector2 WorldToScreenPoint(Camera cam, Vector3 worldPoint)
    {
        return RectTransformUtility.WorldToScreenPoint(cam, worldPoint);
    }

    #endregion

    #region 屏幕坐标转世界坐标

    /// <summary>
    /// 屏幕坐标转世界坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="worldPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector3 worldPoint)
    {
        return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, UGUICamera, out worldPoint);
    }

    /// <summary>
    /// 屏幕坐标转世界坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="cam"></param>
    /// <param name="worldPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector3 worldPoint)
    {
        return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, cam, out worldPoint);
    }

    #endregion

    #region 屏幕坐标转UGUI坐标
    /// <summary>
    /// 屏幕坐标转某个RectTransform下的localPosition坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="localPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector2 localPoint)
    {
        return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, UGUICamera, out localPoint);
    }

    /// <summary>
    /// 屏幕坐标转某个RectTransform下的localPosition坐标
    /// </summary>
    /// <param name="rect"></param>
    /// <param name="screenPoint"></param>
    /// <param name="cam"></param>
    /// <param name="localPoint"></param>
    /// <returns></returns>
    public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector2 localPoint)
    {
        return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, cam, out localPoint);
    }

    #endregion
}
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