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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Camer_Class_WorldTo : MonoBehaviour
- {
-
- // 用于将世界坐标系转换为屏幕坐标系
- //本脚本将完成一个案例实现 小球从远处过来
- Transform StarFather;
- Transform StarChild;
-
- Vector3 ScreenPoint;
- Vector3 ViewPoint;
-
- Camera OneCamera;
- void Start()
- {
- StarFather = GameObject.FindGameObjectWithTag("Earth").transform;
- OneCamera = Camera.main;//获取主摄像机
- }
-
- // Update is called once per frame
- void Update()
- {
-
- ScreenPoint = OneCamera.WorldToScreenPoint(StarFather.GetChild(0).transform.position);//世界坐标转换 屏幕坐标
- StarFather.GetChild(0).transform.RotateAround(StarFather.transform.position, Vector3.up, 50 * Time.deltaTime);
- 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
-
- ViewPoint = OneCamera.WorldToViewportPoint(StarFather.GetChild(0).transform.position);//世界坐标转换 摄像机视口坐标
-
- }
- private void OnGUI()
- {
- GUILayout.BeginArea(new Rect(50, 20, 500, 300));
- GUILayout.Label("小球的原始坐标:" + (StarFather.GetChild(0).transform.position));
- GUILayout.Label("世界坐标转换 屏幕坐标后" + ScreenPoint);
- GUILayout.Label("鼠标屏幕坐标" + Input.mousePosition);
- GUILayout.Label(("世界坐标转换 视口坐标后" + ViewPoint));
- GUILayout.EndArea();
- }
- void ClickDestory()
- {
- Vector2 TempTurnScreen = new Vector2(ScreenPoint.x, ScreenPoint.y);
- Vector2 TempMousePoint = new Vector2(Input.mousePosition.x, (Input.mousePosition.y));
- Vector3 Lerp = TempTurnScreen - TempMousePoint;
-
- if (Lerp.magnitude < 20 & Lerp.magnitude > 0)
- {
- Debug.Log("鼠标碰撞物体成功!!!!!!!!!!!!!!!!!");
- if (Input.GetMouseButtonDown(0))
- {
- Destroy(StarFather.GetChild(0).gameObject);
-
- }
- Debug.Log("死亡位置!!!!" + ScreenPoint);
- }
-
- }
-
- }
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本案例实现 屏幕鼠标移动转换为视口和屏幕转世界坐标
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Camera_Class : MonoBehaviour
- {
-
- // 用于测试Camera 类 坐标系转换
- //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
- // 2.屏幕转世界坐标
- public float Speed = 100f;
-
- Vector3 Temppos_Worlspos;//接收屏幕转换后的世界坐标
- Vector2 mousePos = new Vector2();//接收获取到的屏幕坐标系2D
- Vector3 Turn_View_Point = new Vector3();//接收转化后的视口坐标
-
- bool ISrotate = false;
- bool IsCreatSphere = false;
- private Camera cam;
-
- void Start()
- {
- float starTime = Time.time;
- 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
- }
- private void Update()
- {
- mousePos = Input.mousePosition;//获取屏幕鼠标移动坐标值
-
- 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
- //_________________________________________________________________________________________________________________
- Temppos_Worlspos = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 100f));//屏幕转世界坐标
- //_________________________________________________________________________________________________________________
- //Move(Temppos_Worlspos);
- 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
-
- }
-
- 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
- {
-
- GUILayout.BeginArea(new Rect(20, 50, 500, 300));//创建一块UI显示区域, 标签框
- GUILayout.Label("获取到的屏幕鼠标坐标Mouse position: " + mousePos);
- GUILayout.Label("给100f的Z值,屏幕坐标转换成View视口坐标后为:" + Turn_View_Point);
-
- GUILayout.Label("————————————————————————————————————");
- 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);
-
- GUILayout.EndArea();//结束UI显示区域, 标签框
- }
-
- 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
- {
- if (Input.GetMouseButtonDown(0))
- {
- IsCreatSphere = true;
- do
- {
- if (IsCreatSphere)
- {
- GameObject FatherPlayer = GameObject.FindGameObjectWithTag("Player");
- GameObject TempSphereclone = GameObject.CreatePrimitive(PrimitiveType.Sphere);
- TempSphereclone.transform.SetParent(FatherPlayer.transform);//设置父物体
- TempSphereclone.GetComponent<Renderer>().material.color = Color.yellow;//设置颜色
- TempSphereclone.transform.position = Temppos_Worlspos;//设置坐标
- TempSphereclone.transform.localScale = new Vector3(8, 8, 8);//设置缩放
- IsCreatSphere = false;
- Destroy(TempSphereclone, 1f);
-
- }
- } while (false);
- }
-
- }
-
-
- void Move(Vector3 TempV3)//点击右键 移动
- {
- //插值平滑运动
-
- //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)
- // this.transform.position = Vector3.Lerp(transform.position, TempV3, (Time.time - starTime) * Speed);
- // Debug.Log((Time.time - starTime) * Speed +"sudu"+ Temp);
- // //普通运动
- Vector3 Dir = Temppos_Worlspos - transform.position;
- this.transform.Translate(Dir.normalized * 20 * Time.deltaTime);
-
- }
- }
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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Camera_Class_Two : MonoBehaviour {
-
- // 本脚本用于测试 坐标系转换
- Camera OneCam;
- Vector3 ViewToWorld;
- Vector3 ViewToScreen;
- void Start ()
- {
- OneCam = Camera.main;//这个可以快速获取标签为MainCamera 的摄像机
- OneCam.transform.position = new Vector3(0,0,-20f);//相机初始化位置
- 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
- 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
- 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
-
- Debug.Log("————————下面是视口转屏幕————————————————————————" );
- Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0, 0, 100f)));
- Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0.5f, 0.5f, 100f)));
- Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(1f, 1f, 100f)));
- //————————————————————————————世界转视口和平面————————————————
- }
-
- private void OnGUI()
- {
- GUILayout.BeginArea(new Rect(50, 20, 800,300));
- 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");
- 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)));
- GUILayout.Label("视口坐标(1,1,100) 转【世界】坐标系" + OneCam.ViewportToWorldPoint(new Vector3(1, 1, 100f)));
- GUILayout.Label("____________________________________________________________");
- 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");
- GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0.5f, 0.5f, 100f)));
- GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(1f, 1f, 100f)));
- GUILayout.Label("____________________________________________________________");
- GUILayout.EndArea();//结束UI显示区域, 标签框
-
- }
- }
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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Camera_Class_ScreenPointToRay : MonoBehaviour {
-
-
- Camera cam;
- Vector3 RayTargetPoint;
- Vector3 RayScreen_TargetPoint;
- void Start()
- {
- cam = GetComponent<Camera>();
- RayTargetPoint = new Vector3(0f,0.5f,0f);
-
- }
-
- void Update()
- {
- RayScreen_TargetPoint = Input.mousePosition;
- RayTargetPoint.x=RayTargetPoint.x >= 1.0f ? 0.0f : RayTargetPoint.x +0.02f;//数值增加
- Ray View_ray = cam.ViewportPointToRay(RayTargetPoint);//朝摄像机视口上的目标点发射射线
- Ray Screen_ray = cam.ScreenPointToRay(RayScreen_TargetPoint);//朝向屏幕上某个点发射射线
- //Debug.Log("当前射线目标点在视口中的位置" + RayTargetPoint);
-
- Debug.DrawRay(View_ray.origin, View_ray.direction * 800, Color.yellow);//绘制射线
- Debug.DrawRay(Screen_ray.origin, Screen_ray.direction * 800, Color.red);//绘制射线
-
- RaycastHit hit;//反射探测到的物体
- if (Physics.Raycast(View_ray, out hit))
- {
- print("我看见了物体: " + hit.transform.name);
- }
-
- }
- }
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