RaycastHit.barycentricCoordinate 重心坐标
var barycentricCoordinate : Vector3
Description描述
The barycentric coordinate of the triangle we hit.
所碰到的三角形的重心坐标。
This lets you interpolate any of the vertex data along the 3 axes.
这允许你沿着3个轴插值任何顶点数据。
// Attach this script to a camera and it will
// draw a debug line pointing outward from the normal
//附加这个脚本到相机,它将绘制一条从法线指出的调试直线
function Update () {
// Only if we hit something, do we continue
//只有当碰到了什么东西,继续
var hit : RaycastHit;
if (!Physics.Raycast (Camera.main.ScreenPointToRay(Input.mousePosition), hit))
return;
// Just in case, also make sure the collider also has a renderer
// material and texture
//以防万一,确保碰撞器也有一个渲染器、材质和纹理
var meshCollider = hit.collider as MeshCollider;
if (meshCollider == null || meshCollider.sharedMesh == null)
return;
var mesh : Mesh = meshCollider.sharedMesh;
var normals = mesh.normals;
var triangles = mesh.triangles;
// Extract local space normals of the triangle we hit
//取得所碰到三角形的本地法线
var n0 = normals[triangles[hit.triangleIndex * 3 + 0]];
var n1 = normals[triangles[hit.triangleIndex * 3 + 1]];
var n2 = normals[triangles[hit.triangleIndex * 3 + 2]];
// interpolate using the barycentric coordinate of the hitpoint
//使用碰撞点的重心坐标来插值
var baryCenter = hit.barycentricCoordinate;
// Use barycentric coordinate to interpolate normal
//使用重心坐标插值法线
var interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z;
// normalize the interpolated normal
//规范化插值法线
interpolatedNormal = interpolatedNormal.normalized;
// Transform local space normals to world space
//变换本地法线到世界空间
var hitTransform : Transform = hit.collider.transform;
interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);
// Display with Debug.DrawLine
//显示调试线
Debug.DrawRay(hit.point, interpolatedNormal);
}
最后修改:2011年3月13日 Sunday 13:39