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Raycast用法_raycost

raycost
1.射线Ray
Ray from the camera     
The  Ray  always corresponds to a point in the view, so the Camera class provides the  ScreenPointToRay  and  ViewportPointToRay  functions. 
The  difference between the two  is that ScreenPointToRay expects the point to be provided as a pixel  coordinate, while ViewportPointToRay takes normalized coordinates in the range 0..1 (where 0 represents the bottom or left and 1   represents the top or right of the view). 
Each of these functions returns a Ray which consists of a point of origin and a vector   which shows the direction of the line from that origin.
The Ray originates from the near clipping plane rather than the Camera’s   transform.position point.

2.Physics.Raycast
static bool  Raycast ( Ray  ray RaycastHit  hitInfo , float  distance  = Mathf.Infinity, int  layerMask  = DefaultRaycastLayers);
ray The starting point and direction of the ray.
distance The length of the ray.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit (See Also:RaycastHit).
layerMaskLayer mask that is used to selectively ignore colliders when casting a ray.

Returns

bool True when the ray intersects any collider, otherwise false.

Description

Same as above using /ray.origin/ and /ray.direction/ instead of origin and direction.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, 100))
            Debug.DrawLine(ray.origin, hit.point);
        
    }
}
3.Casting Rays Selectively
Cast a ray against all colliders except those in the  Player layer.

void  Update () {
// Bit shift the index of the layer (8) to get a bit mask
int layerMask = 1 << 8;
// This would cast rays only against colliders in layer 8.  
// But instead we want to collide against everything except layer 8. The  ~ operator does this, it inverts a bitmask.

layerMask = ~layerMask; 

 RaycastHit hit; 
// Does the ray intersect any objects excluding the player layer
  if  (Physics.Raycast(transform.position, transform.TransformDirection (Vector3.forward),  out  hit, Mathf.Infinity, layerMask)) 
 { 
        Debug.DrawRay(transform.position, transform.TransformDirection (Vector3.forward) * hit.distance, Color.yellow); 
        Debug.Log( "Did Hit" ); 
  }
else  { 
       Debug.DrawRay(transform.position, transform.TransformDirection (Vector3.forward) * 1000 , Color.white); 
       Debug.Log( "Did not Hit" ); 
        }
 }

4.NGUI Camera
void   Update   ()  
{
   Camera cam;
  cam = UICamera.currentCamera;
  Ray  ray  =  cam . ScreenPointToRay ( Input . mousePosition );
  RaycastHit  hit ;
  if ( Physics.Raycast(ray, out hit, 100,  gameObject .layer ) )
  {
    Debug . Log ( "Mouse over object" );
  }

}
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