我正在尝试做一个Linecast,但它太准确了,所以它不按我想要的方式工作。
我似乎无法弄清楚如何从点A
进行投射,并使0.001f
远离点B
(点A
意味着{ {1}}和点camera.transform.position
表示代码段中的B
。
handle
所以,从相机到关键点,我怎样才能让foreach(Vector3 handle in handles){
if(!Physics.Linecast(camera.transform.position, handle)){
Handles.FreeMoveHandle(handle, Quaternion.identity, 0.001f, Vector3.zero, Handles.DotCap);
}
}
在点之前停止?
在前视图中并非所有Handles都显示:
在后面的视图中,几乎所有的手柄都在那里:
CreatureCreatorEditor.cs
Linecast
Creator.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using Creature;
[CustomEditor(typeof(Creator))]
public class CreatureCreatorEditor : Editor {
HashSet<Vector3> handles = new HashSet<Vector3>();
void OnEnable(){
Creator t = (Creator)target;
Mesh mesh = t.GetComponent<MeshFilter>().sharedMesh;
if (mesh != null) {
Vector3[] vertices = mesh.vertices;
Vector3 lp = t.transform.position;
foreach (Vector3 v in vertices) {
Vector3 p = (lp - v);
handles.Add(new Vector3 (p.x, -p.z, p.y));
}
}
}
public void OnSceneGUI(){
Handles.color = Color.red;
Camera camera = Camera.current;
foreach(Vector3 handle in handles){
Vector3 point = camera.WorldToViewportPoint(handle);
if(point.x > 0 && point.x < 1 && point.y > 0 && point.y < 1){
// float dist = Vector3.Distance(camera.transform.position, handle);
// Vector3 fwd = camera.transform.TransformDirection(handle);
Vector3 newBPos = new Vector3(handle.x - 0.001f, handle.y - 0.001f, handle.z - 0.001f);
if(!Physics.Linecast(camera.transform.position, newBPos)){
Handles.FreeMoveHandle(handle, Quaternion.identity, 0.001f, Vector3.zero, Handles.DotCap);
}
}
}
}
public override void OnInspectorGUI(){
}
}
答案 0 :(得分:0)
您需要一个偏移量。你应该从B位置减去0.001f。
这将对x,y,z位置进行。
const float newPosOffset = 0.001f;
foreach(Vector3 handle in handles){
Vector3 newBPos = new Vector3(handle.x-newPosOffset ,handle.y-newPosOffset ,handle.z-newPosOffset );
if(!Physics.Linecast(camera.transform.position, newBPos)){
Handles.FreeMoveHandle(handle, Quaternion.identity, 0.001f, Vector3.zero, Handles.DotCap);
}
}
答案 1 :(得分:0)
我喜欢它是如何工作的,我只需要让Y轴正常工作。
public void OnSceneGUI(){
Camera camera = Camera.current;
Handles.color = Color.red;
Vector3 mp = Event.current.mousePosition;
Ray ray = camera.ScreenPointToRay(mp);
RaycastHit hit;
if(Physics.Raycast(ray, out hit)){
Vector3 pos = hit.point;
foreach(Vector3 handle in handles){
if(Vector3.Distance(handle, pos) <= 0.05f){
Handles.FreeMoveHandle(handle, Quaternion.identity, 0.001f, Vector3.zero, Handles.DotCap);
}
}
}
}