【发布时间】:2017-07-14 18:52:36
【问题描述】:
我有两个任意点 V1 和 V2。我定义了一条从 V1 到 V2 的射线,我想找到射线击中平面的确切位置。
当我运行我的代码时,命中位置落在了错误的位置!如您所见,绿色球体显示的光线碰撞位置未与 V1 和 V2 对齐。
using UnityEngine;
using System.Collections;
public class RaycastLearning : MonoBehaviour {
// Use this for initialization
Vector3 v1;
Vector3 v2;
float MoveToLeft = 5f;
void Start () {
GameObject plane = GameObject.CreatePrimitive (PrimitiveType.Plane);
plane.transform.rotation = Quaternion.AngleAxis (90f, Vector3.right);
plane.transform.position = new Vector3 (MoveToLeft, 0, 5);
v2 = new Vector3 (MoveToLeft, 0f, -10f);
v1 = new Vector3 (MoveToLeft, 0f, 10f);
GameObject SV1 = GameObject.CreatePrimitive (PrimitiveType.Sphere);
SV1.transform.position = v1;
SV1.name = "SV1";
GameObject SV2 = GameObject.CreatePrimitive (PrimitiveType.Sphere);
SV2.transform.position = v2;
SV2.name = "SV2";
RaycastHit r = new RaycastHit ();
if (Physics.Raycast (v1, v2, out r, 20f)) {
GameObject sphere = GameObject.CreatePrimitive (PrimitiveType.Sphere);
sphere.transform.position = r.point;
sphere.transform.position = new Vector3 (r.point.x, 0, r.point.z);
Material MaterialCol = new Material (Shader.Find ("Diffuse"));
MaterialCol.color = Color.green;
sphere.GetComponent<Renderer> ().material = MaterialCol;
sphere.transform.localScale = 0.5f * Vector3.one;
}
}
// Update is called once per frame
void Update () {
}
}
这对我来说很有趣,因为当我将平面放置在 (0,0,5)、V1 放置在 (0,0,10) 和 V2 放置在 (0,0,-10) 时,它会返回正确的点,但是在其他角度和位置,它们不会返回正确的点。
你能帮我找出问题吗?
【问题讨论】:
标签: unity3d collision raycasting