【发布时间】:2019-01-26 15:00:28
【问题描述】:
大家好,谢谢大家的帮助,
我正在尝试做的是相当直截了当,我正在尝试显示一个跟随我的弹跳/反射 Raycast 的 Line Renderer。
这是我目前所拥有的。
private LineRenderer lr;
public int maxReflectionCount = 3;
public float maxStepDistance = 200f;
void Start()
{
lr = GetComponent<LineRenderer>();
}
void Update()
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit))
{
if (hit.collider)
{
lr.SetPosition(1, new Vector3(0, 0, hit.distance));
Reflect(this.transform.position + this.transform.forward * 0.75f, this.transform.forward, maxReflectionCount);
}
}
else
{
lr.SetPosition(1, new Vector3(0, 0, 2000));
}
}
private void Reflect(Vector3 position, Vector3 direction, int reflectionsRemaining)
{
if (reflectionsRemaining == 0)
{
return;
}
Vector3 startingPosition = position;
Ray ray = new Ray(position, direction);
RaycastHit hit2;
if (Physics.Raycast(ray, out hit2, maxStepDistance))
{
direction = Vector3.Reflect(direction, hit2.normal);
position = hit2.point;
}
else
{
position += direction * maxStepDistance;
}
Debug.DrawRay(startingPosition, position, Color.green);
Reflect(position, direction, reflectionsRemaining - 1);
}
看起来 Vector3.Reflect 是关键,但我不太清楚如何正确使用它。
我已经让它与 Gizmos 一起工作
但我不能在实际中使用 Gizmos,而且我无法让它与 LineRenderer 一起使用。我什至尝试过使用 Debug.DrawRay 但无济于事。
我真的只是想用它来显示物体会反弹的角度。关于如何让这个工作的任何想法?
感谢您的帮助!
编辑 1: 所以我删除了所有 Line Renderer 的东西,因为我可以稍后再担心,我一直在研究 Hacky 的建议。我仍然无法让它正常工作,但这是它目前的样子。
//private LineRenderer lr;
public int maxReflectionCount = 3;
public float maxStepDistance = 200f;
Vector3 reflDirection;
Vector3 hitPosition;
void Start()
{
//lr = GetComponent<LineRenderer>();
}
void Update()
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit))
{
if (hit.collider)
{
//lr.SetPosition(1, new Vector3(0, 0, hit.distance));
Reflect(this.transform.position + this.transform.forward * 0.75f, this.transform.forward, maxReflectionCount);
}
}
else
{
//lr.SetPosition(1, new Vector3(0, 0, 2000));
}
}
private void Reflect(Vector3 position, Vector3 direction, int reflectionsRemaining)
{
if (reflectionsRemaining == 0)
{
return;
}
Vector3 startingPosition = position;
Ray ray = new Ray(position, direction);
RaycastHit hit2;
if (Physics.Raycast(ray, out hit2, maxStepDistance))
{
reflDirection = Vector3.Reflect(direction, hit2.normal);
hitPosition = hit2.point;
}
else
{
position += reflDirection * maxStepDistance;
}
Debug.DrawRay(startingPosition, reflDirection, Color.green, 1);
//Debug.DrawLine(startingPosition, position, Color.blue);
Reflect(position, direction, reflectionsRemaining - 1);
}
编辑 2(大进步!): 好的,所以我得到了 Raycasting Reflection 的工作......而且它的光荣。
这是它的样子:
public int maxReflectionCount = 5;
public float maxStepDistance = 200f;
void Start()
{
}
void Update()
{
Laser();
}
void Laser()
{
DrawReflectionPattern(this.transform.position + this.transform.forward * 0.75f, this.transform.forward, maxReflectionCount);
}
private void DrawReflectionPattern(Vector3 position, Vector3 direction, int reflectionsRemaining)
{
if (reflectionsRemaining == 0)
{
return;
}
Vector3 startingPosition = position;
Ray ray = new Ray(position, direction);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, maxStepDistance))
{
direction = Vector3.Reflect(direction, hit.normal);
position = hit.point;
}
else
{
position += direction * maxStepDistance;
}
//Gizmos.color = Color.yellow;
//Gizmos.DrawLine(startingPosition, position);
Debug.DrawLine(startingPosition, position, Color.blue);
DrawReflectionPattern(position, direction, reflectionsRemaining - 1);
}
现在我只需要弄清楚如何将 Line Renderer 连接到它就可以了!
【问题讨论】:
标签: c# unity3d raycasting