Camera.ViewportPointToRay 视窗位置转射线

function ViewportPointToRay (position : Ray

Description描述

Returns a ray going from camera through a viewport point.

返回从相机出发穿过视点的一个射线。

Resulting ray is in world space, starting on the near plane of the camera and going through position's (x,y) coordinates on the viewport (position.z is ignored).

产生的射线是在世界空间中,从相机的近裁剪面开始并穿过视口POSITION(x,y)坐标(position.z被忽略)

Viewport coordinates are normalized and relative to the camera. The bottom-left of the camera is (0,0); the top-right is (1,1).

视窗坐标被规范化,并相对于相机。相机的左下为(0,0);右上是(1,1)。

using UnityEngine;

using System.Collections;



public class example : MonoBehaviour {

    void Update() {

        Ray ray = camera.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));

        RaycastHit hit;

        if (Physics.Raycast(ray, out hit))

            print("I'm looking at " + hit.transform.name);

        else

            print("I'm looking at nothing!");

    }

}
// Prints the name of the object camera is directly looking at

//打印相机直接看到物体名称



function Update () {

	// Get the ray going through the center of the screen

	//获取穿过屏幕中心的射线

	var ray : Ray = camera.ViewportPointToRay (Vector3(0.5,0.5,0));

	// Do a raycast

	//投射

	var hit : RaycastHit;

	if (Physics.Raycast (ray, hit))

	print ("I'm looking at " + hit.transform.name);

	else

	print ("I'm looking at nothing!");

}
Page last updated: 2012-7-18