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Unity中Camera类实现坐标系转换的示例_unity 一个相机物体获取另外相机的坐标

unity 一个相机物体获取另外相机的坐标

1.  用于将世界坐标系转换为屏幕坐标系 

  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Camer_Class_WorldTo : MonoBehaviour
  5. {
  6. // 用于将世界坐标系转换为屏幕坐标系
  7. //本脚本将完成一个案例实现 小球从远处过来
  8. Transform StarFather;
  9. Transform StarChild;
  10. Vector3 ScreenPoint;
  11. Vector3 ViewPoint;
  12. Camera OneCamera;
  13. void Start()
  14. {
  15. StarFather = GameObject.FindGameObjectWithTag("Earth").transform;
  16. OneCamera = Camera.main;//获取主摄像机
  17. }
  18. // Update is called once per frame
  19. void Update()
  20. {
  21. ScreenPoint = OneCamera.WorldToScreenPoint(StarFather.GetChild(0).transform.position);//世界坐标转换 屏幕坐标
  22. StarFather.GetChild(0).transform.RotateAround(StarFather.transform.position, Vector3.up, 50 * Time.deltaTime);
  23. ClickDestory();//实现小球转后的屏幕坐标系和鼠标点击的坐标匹配然后删除该物体
  24. ViewPoint = OneCamera.WorldToViewportPoint(StarFather.GetChild(0).transform.position);//世界坐标转换 摄像机视口坐标
  25. }
  26. private void OnGUI()
  27. {
  28. GUILayout.BeginArea(new Rect(50, 20, 500, 300));
  29. GUILayout.Label("小球的原始坐标:" + (StarFather.GetChild(0).transform.position));
  30. GUILayout.Label("世界坐标转换 屏幕坐标后" + ScreenPoint);
  31. GUILayout.Label("鼠标屏幕坐标" + Input.mousePosition);
  32. GUILayout.Label(("世界坐标转换 视口坐标后" + ViewPoint));
  33. GUILayout.EndArea();
  34. }
  35. void ClickDestory()
  36. {
  37. Vector2 TempTurnScreen = new Vector2(ScreenPoint.x, ScreenPoint.y);
  38. Vector2 TempMousePoint = new Vector2(Input.mousePosition.x, (Input.mousePosition.y));
  39. Vector3 Lerp = TempTurnScreen - TempMousePoint;
  40. if (Lerp.magnitude < 20 & Lerp.magnitude > 0)
  41. {
  42. Debug.Log("鼠标碰撞物体成功!!!!!!!!!!!!!!!!!");
  43. if (Input.GetMouseButtonDown(0))
  44. {
  45. Destroy(StarFather.GetChild(0).gameObject);
  46. }
  47. Debug.Log("死亡位置!!!!" + ScreenPoint);
  48. }
  49. }
  50. }

2. 屏幕坐标转化为视口坐标 Camera.ScreenToViewportPoint和 屏幕转世界坐标    

本案例实现 屏幕鼠标移动转换为视口和屏幕转世界坐标

  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Camera_Class : MonoBehaviour
  5. {
  6. // 用于测试Camera 类 坐标系转换
  7. //1. 屏幕坐标转化为视口坐标 Camera.ScreenToViewportPoint 本案例实现 屏幕鼠标移动转换为视口
  8. // 2.屏幕转世界坐标
  9. public float Speed = 100f;
  10. Vector3 Temppos_Worlspos;//接收屏幕转换后的世界坐标
  11. Vector2 mousePos = new Vector2();//接收获取到的屏幕坐标系2D
  12. Vector3 Turn_View_Point = new Vector3();//接收转化后的视口坐标
  13. bool ISrotate = false;
  14. bool IsCreatSphere = false;
  15. private Camera cam;
  16. void Start()
  17. {
  18. float starTime = Time.time;
  19. cam = Camera.main;//如果想要使用主相机 就可以使用此方法直接获取主相机, 我们这里主要使用主摄像机进行坐标系转换测试
  20. }
  21. private void Update()
  22. {
  23. mousePos = Input.mousePosition;//获取屏幕鼠标移动坐标值
  24. Turn_View_Point = cam.ScreenToViewportPoint(new Vector3(mousePos.x, mousePos.y, 100f));//屏幕转视口坐标系 100是自定义数值
  25. //_________________________________________________________________________________________________________________
  26. Temppos_Worlspos = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 100f));//屏幕转世界坐标
  27. //_________________________________________________________________________________________________________________
  28. //Move(Temppos_Worlspos);
  29. Create_Obj_inScreenTurnWorld_Pos(Temppos_Worlspos);//实现屏幕鼠标点击转换世界坐标系然后在这个位置克隆小球
  30. }
  31. void OnGUI()//在UNITY的声明周期中,OnGUI是在Update后面运行,每帧运行两次 用于输出信息
  32. {
  33. GUILayout.BeginArea(new Rect(20, 50, 500, 300));//创建一块UI显示区域, 标签框
  34. GUILayout.Label("获取到的屏幕鼠标坐标Mouse position: " + mousePos);
  35. GUILayout.Label("给100f的Z值,屏幕坐标转换成View视口坐标后为:" + Turn_View_Point);
  36. GUILayout.Label("————————————————————————————————————");
  37. GUILayout.Label("当前摄像机的Z坐标:" + cam.transform.position.z + "转换世界坐标后World position: " + Temppos_Worlspos);
  38. GUILayout.EndArea();//结束UI显示区域, 标签框
  39. }
  40. void Create_Obj_inScreenTurnWorld_Pos(Vector3 Temppos_Worlspos)//实现屏幕鼠标点击转换世界坐标系然后在这个位置克隆小球
  41. {
  42. if (Input.GetMouseButtonDown(0))
  43. {
  44. IsCreatSphere = true;
  45. do
  46. {
  47. if (IsCreatSphere)
  48. {
  49. GameObject FatherPlayer = GameObject.FindGameObjectWithTag("Player");
  50. GameObject TempSphereclone = GameObject.CreatePrimitive(PrimitiveType.Sphere);
  51. TempSphereclone.transform.SetParent(FatherPlayer.transform);//设置父物体
  52. TempSphereclone.GetComponent<Renderer>().material.color = Color.yellow;//设置颜色
  53. TempSphereclone.transform.position = Temppos_Worlspos;//设置坐标
  54. TempSphereclone.transform.localScale = new Vector3(8, 8, 8);//设置缩放
  55. IsCreatSphere = false;
  56. Destroy(TempSphereclone, 1f);
  57. }
  58. } while (false);
  59. }
  60. }
  61. void Move(Vector3 TempV3)//点击右键 移动
  62. {
  63. //插值平滑运动
  64. //Vector3 Temp =Vector3.Lerp(transform.position, TempV3, (Time.time- starTime)*Speed);//插值平滑运算 (起点, 终点,起点靠近终点的比例)
  65. // this.transform.position = Vector3.Lerp(transform.position, TempV3, (Time.time - starTime) * Speed);
  66. // Debug.Log((Time.time - starTime) * Speed +"sudu"+ Temp);
  67. // //普通运动
  68. Vector3 Dir = Temppos_Worlspos - transform.position;
  69. this.transform.Translate(Dir.normalized * 20 * Time.deltaTime);
  70. }
  71. }

   3.视口转世界坐标

  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Camera_Class_Two : MonoBehaviour {
  5. // 本脚本用于测试 坐标系转换
  6. Camera OneCam;
  7. Vector3 ViewToWorld;
  8. Vector3 ViewToScreen;
  9. void Start ()
  10. {
  11. OneCam = Camera.main;//这个可以快速获取标签为MainCamera 的摄像机
  12. OneCam.transform.position = new Vector3(0,0,-20f);//相机初始化位置
  13. Debug.Log("视口坐标(0,0,100)转世界坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0, 0, 100f)));//转之后的Z坐标是摄像机原Z坐标加上赋值的Z值
  14. Debug.Log("视口坐标(0.5,0.5,100)转世界坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 100f)));//转之后的Z坐标是摄像机原Z坐标加上赋值的Z值
  15. Debug.Log("视口坐标(1,1,100)转世界坐标系" + OneCam.ViewportToWorldPoint(new Vector3(1, 1, 100f)));//转之后的Z坐标是摄像机原Z坐标加上赋值的Z值
  16. Debug.Log("————————下面是视口转屏幕————————————————————————" );
  17. Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0, 0, 100f)));
  18. Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0.5f, 0.5f, 100f)));
  19. Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(1f, 1f, 100f)));
  20. //————————————————————————————世界转视口和平面————————————————
  21. }
  22. private void OnGUI()
  23. {
  24. GUILayout.BeginArea(new Rect(50, 20, 800,300));
  25. GUILayout.Label("视口坐标(0,0,100) 转【世界】坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0, 0, 100f))+"Z 等于摄像机坐标+赋值的Z");
  26. GUILayout.Label("视口坐标(0.5,0.5,100)转【世界】坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 100f)));
  27. GUILayout.Label("视口坐标(1,1,100) 转【世界】坐标系" + OneCam.ViewportToWorldPoint(new Vector3(1, 1, 100f)));
  28. GUILayout.Label("____________________________________________________________");
  29. GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0, 0, 100f))+"Z值对屏幕坐标系来说并没有用");
  30. GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0.5f, 0.5f, 100f)));
  31. GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(1f, 1f, 100f)));
  32. GUILayout.Label("____________________________________________________________");
  33. GUILayout.EndArea();//结束UI显示区域, 标签框
  34. }
  35. }

4.向屏幕中间或者视口中间发射射线

  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Camera_Class_ScreenPointToRay : MonoBehaviour {
  5. Camera cam;
  6. Vector3 RayTargetPoint;
  7. Vector3 RayScreen_TargetPoint;
  8. void Start()
  9. {
  10. cam = GetComponent<Camera>();
  11. RayTargetPoint = new Vector3(0f,0.5f,0f);
  12. }
  13. void Update()
  14. {
  15. RayScreen_TargetPoint = Input.mousePosition;
  16. RayTargetPoint.x=RayTargetPoint.x >= 1.0f ? 0.0f : RayTargetPoint.x +0.02f;//数值增加
  17. Ray View_ray = cam.ViewportPointToRay(RayTargetPoint);//朝摄像机视口上的目标点发射射线
  18. Ray Screen_ray = cam.ScreenPointToRay(RayScreen_TargetPoint);//朝向屏幕上某个点发射射线
  19. //Debug.Log("当前射线目标点在视口中的位置" + RayTargetPoint);
  20. Debug.DrawRay(View_ray.origin, View_ray.direction * 800, Color.yellow);//绘制射线
  21. Debug.DrawRay(Screen_ray.origin, Screen_ray.direction * 800, Color.red);//绘制射线
  22. RaycastHit hit;//反射探测到的物体
  23. if (Physics.Raycast(View_ray, out hit))
  24. {
  25. print("我看见了物体: " + hit.transform.name);
  26. }
  27. }
  28. }

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