RaycastHit hit; Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 100)) {
//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;
//获取碰撞器所在物体的Mesh网格 Mesh mesh0 = collider.sharedMesh;
//获取Mesh网格的所有顶点 Vector3[] vertices = mesh0.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;
//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;
//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);
//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; }