Camera翻译:Yīm
- actualRenderingPath
- allCameras
- aspect
- backgroundColor
- cameraToWorldMatrix
- clearFlags
- CopyFrom
- cullingMask
- current
- depthTextureMode
- depth
- farClipPlane
- fieldOfView
- layerCullDistances
- main
- nearClipPlane
- OnPostRender
- OnPreCull
- OnPreRender
- OnRenderImage
- OnRenderObject
- OnWillRenderObject
- orthographicSize
- orthographic
- pixelHeight
- pixelRect
- pixelWidth
- projectionMatrix
- rect
- renderingPath
- RenderToCubemap
- RenderWithShader
- Render
- ResetAspect
- ResetProjectionMatrix
- ResetReplacementShader
- ResetWorldToCameraMatrix
- ScreenPointToRay
- ScreenToViewportPoint
- ScreenToWorldPoint
- SetReplacementShader
- targetTexture
- velocity
- ViewportPointToRay
- ViewportToScreenPoint
- ViewportToWorldPoint
- worldToCameraMatrix
- WorldToScreenPoint
- WorldToViewportPoint
Camera.ViewportToWorldPoint 视窗转世界位置
function ViewportToWorldPoint (position : Vector3) : Vector3
Description描述
Transforms position from viewport space into world space.
从视窗空间到世界空间的变换位置。
Viewport space is normalized and relative to the camera. The bottom-left of the camera is (0,0); the top-right is (1,1). The z position is in world units from the camera.
视口空间是归一化的并相对于相机的,相机的左下为(0,0);右上是(1,1);Z的位置是以世界单位衡量的到相机的距离。
Note that it transforms a x-y screen position, into a x-y-z position in 3D space.
请注意它是变换一个x-y屏幕位置到一个3D空间的x-y-z位置。
You provide the function with a vector where the x-y components of the vector are the screen coordinates and the z component is the distance of the resulting plane from the camera.
这个函数带有在屏幕坐标的x-y组件向量,并且z组件是在从相机产生的平面的距离。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnDrawGizmosSelected() {
Vector3 p = camera.ViewportToWorldPoint(new Vector3(1, 1, camera.nearClipPlane));
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(p, 0.1F);
}
}
// Draw a yellow sphere at top-right corner of the near plane
// for the selected camera in the scene view.
//在近裁剪面的右上角绘制一个黄色的球,针对在场景视图中选中的相机
function OnDrawGizmosSelected () {
var p : Vector3 = camera.ViewportToWorldPoint (Vector3 (1,1, camera.nearClipPlane));
Gizmos.color = Color.yellow;
Gizmos.DrawSphere (p, 0.1);
}
最后修改:2011年3月7日 Monday 11:07