RaycastHit 光线投射碰撞
Struct
Structure used to get information back from a raycast.
用来获取从raycast函数中得到的信息反馈的结构。
参见:Physics.Raycast, Physics.Linecast, Physics.RaycastAll.
Variables变量
-
The impact point in world space where the ray hit the collider.
在世界空间中,射线碰到碰撞器的碰撞点。 -
The normal of the surface the ray hit.
射线所碰到的表面的法线。 -
The barycentric coordinate of the triangle we hit.
所碰到的三角形的重心坐标。 -
The distance from the ray's origin to the impact point.
从光线的原点到碰撞点的距离。 -
The index of the triangle that was hit.
碰到的三角形的索引。 -
The uv texture coordinate at the impact point.
在碰撞点的UV纹理坐标。 -
The secondary uv texture coordinate at the impact point.
碰撞点的第二个UV纹理坐标。 -
The uv lightmap coordinate at the impact point.
所在碰撞点的光照图UV坐标。 -
The Collider that was hit.
碰到的碰撞器。 -
The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.
碰到的碰撞器的Rigidbody。如果该碰撞器没有附加刚体那么它为null。 -
The Transform of the rigidbody or collider that was hit.
碰到的刚体或碰撞器的变换。
最后修改:2011年3月13日 Sunday 14:47