ScreenPointToRay

正如题目所说,ScreenPointToRay可以计算从Camera的近视口nearClip向前发射一条射线到屏幕上的点的坐标。

函数原型为:

public Ray ScreenPointToRay(Vector3 position);

其中position为屏幕位置的参考点,它是用实际像素值的方式来决定Ray到屏幕的位置。参考点position的x轴分量或y轴分量从0增长到最大值时,Ray从屏幕一边移动到另一边。当Ray未碰到任何物体时,hit.point范围值为Vector3.zero即Vector3(0,0,0)。参考点的z轴分量值无效。

using UnityEngine;
using System.Collections;

public class ScreenPointToRay_ts : MonoBehaviour {

    Ray ray;
    RaycastHit hit;
    //记录射线到屏幕上的实际像素坐标
    Vector3 v3 = new Vector3(Screen.width / 2.0f, Screen.height / 2.0f, 0.0f);
    Vector3 hitPoint = Vector3.zero;
    // Use this for initialization
    void Start () {
    
    }
    
    // Update is called once per frame
    void Update () {
        //控制射线不断进行左右方向的扫描
        v3.x = v3.x >= Screen.width ? 0.0f : v3.x + 1.0f;
        ray = camera.ScreenPointToRay(v3);
        if(Physics.Raycast(ray,out hit,100.0f))
        {
            Debug.DrawLine(ray.origin, hit.point, Color.green);
            Debug.Log("射线探测到的物体名称: " + hit.transform.name);
        }
    }
}

运行结果为:

原文地址:https://www.cnblogs.com/tgycoder/p/5084886.html