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《UnityAPI.RaycastHit射线投射碰撞信息》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Rigidbody+Collider+立钻哥哥++OK++)

2020-05-23 17:40:57  阅读:343  来源: 互联网

标签:Rigidbody blog Collider ++ ++++ csdn https article net


《UnityAPI.RaycastHit射线投射碰撞信息》

版本

作者

参与者

完成日期

备注

UnityAPI_RaycastHit_V01_1.0

严立钻

 

2020.05.22

 

 

 

 

 

 

 

#《UnityAPI.RaycastHit射线投射碰撞信息》发布说明:

++++“UnityAPI.RaycastHit射线投射碰撞信息”是对UnityAPIRaycastHit类的剖析和拓展;

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷;

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程;

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验;

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI】,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术;

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#RaycastHit射线投射碰撞信息

#RaycastHit射线投射碰撞信息

#RaycastHit射线投射碰撞信息

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:RaycastHit(射线投射碰撞信息)是用来获取射线投射返回的信息

立钻哥哥:Structure used to get information back from a raycast.

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、barycentricCoordinate

++++B2.2、collider

++++B2.3、distance

++++B2.4、lightmapCoord

++++B2.5、normal

++++B2.6、point

++++B2.7、rigidbody

++++B2.8、textureCoord

++++B2.9、textureCoord2

++++B2.10、transform

++++B2.11、triangleIndex

++++B2.12、YanlzXREngine.RaycastHit.Variables

 

 

 

++B2.1、barycentricCoordinate

++B2.1、barycentricCoordinate

++B2.1、barycentricCoordinate

++++立钻哥哥:重心坐标

public Vector3 barycentricCoordinate;

++++碰到的三角形的重心坐标;

++++让插值沿3轴的任意顶点数据;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

   

    void Update(){

        RaycastHit hit;

        if(!Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit)){

            return;

        }

 

        MeshCollider meshCollider = hit.collider as MeshCollider;

        if(meshCollider == null || meshCollider.sharedMesh == null){

            return;

        }

 

        Mesh mesh = meshCollider.sharedMesh;

        Vector3[] normals = mesh.normals;

        int[] triangles = mesh.triangles;

        Vector3 n0 = normals[triangles[hit.triangleIndex * 3 + 0]];

        Vector3 n1 = normals[triangles[hit.triangleIndex * 3 + 1]];

        Vector3 n2 = normals[triangles[hit.triangleIndex * 3 + 2]];

        Vector3 baryCenter = hit.barycentricCoordinate;

 

        Vector3 interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z;

        interpolatedNormal = interpolatedNormal.normalized;

 

        Transform hitTransform = hit.collider.transform;

        interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);

 

        Debug.DrawRay(hit.point, interpolatedNormal);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.2、collider

++B2.2、collider

++B2.2、collider

++++立钻哥哥:碰撞器

public Collider collider;

++++碰到的碰撞器;

++++如果射线什么也没有碰到返回null;如果碰到碰撞器,就返回碰撞器;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

 

    void Update(){

        if(Input.GetMouseButtonDown(0)){

            RaycastHit hit;

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

 

            if(Physics.Raycast(ray, out hit)){

                hit.collider.enabled = false;

            }

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.3、distance

++B2.3、distance

++B2.3、distance

++++立钻哥哥:距离

public float distance;

++++从射线的原点到触碰点的距离;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

    public float moveForce = 1.0F;

    public float rotateTorque = 1.0F;

    public float hoverHeight = 4.0F;

    public float hoverForce = 5.0F;

    public float hoverDamp = 0.5F;

    public Rigidbody rb;

 

    void Start(){

        rb = GetComponent<Rigidbody>();

        rb.drag = 0.5F;

        rb.angularDrag = 0.5F;

    }    //立钻哥哥:void Start(){}

 

    void FixedUpdate(){

        rb.AddForce(Input.GetAxis(“Vertical”) * moveForce * transform.forward);

        rb.AddTorque(Input.GetAxis(“Horizontal”) * rotateTorque * Vector3.up);

 

        RaycastHit hit;

        Ray downRay = new Ray(transform.position, -Vector3.up);

        if(Physics.Raycast(downRay, out hit)){

            float hoverError = hoverHeight - hit.distance;

            if(hoverError > 0){

                float upwardSpeed = rb.velocity.y;

                float lift = hoverError * hoverForce - upwardSpeed * hoverDamp;

                rb.AddForce(lift * Vector3.up);

            }    //立钻哥哥:if(hoverError > 0){}

        }    //立钻哥哥:if(Physics.Raycast()){}

    }    //立钻哥哥:void FixedUpdate(){}

 

}    //立钻哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.4、lightmapCoord

++B2.4、lightmapCoord

++B2.4、lightmapCoord

++++立钻哥哥:光照贴图坐标

public Vector2 lightmapCoord;

++++在触碰点的UV光照贴图的坐标;

++++这个能用于取样光照贴图,设置取样的颜色值作为移动对象的材质颜色,使其粗略匹配烘焙的光照;

 

 

 

 

 

++B2.5、normal

++B2.5、normal

++B2.5、normal

++++立钻哥哥:法线

public Vector3 normal;

++++射线触碰表面的法线;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

    public Transform gunObj;

 

    void Update(){

        if(Input.GetMouseButton(0)){

            RaycastHit hit;

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

 

            if(Physics.Raycast(ray, out hit)){

                Vector3 incomingVec = hit.point - gunObj.position;

                Vector3 reflectVec = Vector3.Reflect(incomingVec, hit.normal);

 

                Debug.DrawLine(gunObj.position, hit.point, Color.red);

                Debug.DrawRay(hit.point, reflectVec, Color.green);

            }    //立钻哥哥:if(Physics.Raycast()){}

        }    //立钻哥哥:if(Input.GetMouseButton()){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

 

++B2.6、point

++B2.6、point

++B2.6、point

++++立钻哥哥:接触点

public Vector3 point;

++++在世界坐标空间,射线碰到碰撞器的接触点;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

    public float pokeForce;

 

    void Update(){

        RaycastHit hit;

        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

 

        if(Physics.Raycast(ray, out hit)){

            if(hit.rigidbody != null){

                hit.rigidbody.AddForceAtPosition(ray.direction * pokeForce, hit.point);

            }    //立钻哥哥:if(hit.rigidbody != null){}

        }    //立钻哥哥:if(Physics.Raycast()){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.7、rigidbody

++B2.7、rigidbody

++B2.7、rigidbody

++++立钻哥哥:刚体

public Rigidbody rigidbody;

++++碰到的该碰撞器上的刚体;如果碰撞器上没有附加刚体,那么返回null

using UnityEngine;

using System.Collections

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

    public float hitForce;

 

    void Update(){

        if(Input.GetMouseButtonDown(0)){

            RaycastHit hit;

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

 

            if(Physics.Raycast(ray, out hit)){

                if(hit.rigidbody != null){

                    hit.rigidbody.AddForce(ray.direction * hitForce);

                }    //立钻哥哥:if(hit.rigidbody != null){}

            }    //立钻哥哥:if(Physics.Raycast(ray, out hit)){}

        }    //立钻哥哥:if(Input.GetMouseButtonDown()){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.8、textureCoord

++B2.8、textureCoord

++B2.8、textureCoord

++++立钻哥哥:纹理坐标

public Vector2 textureCoord;

++++在触碰点的UV纹理坐标;

++++这可用于3D纹理绘制或绘制弹痕;如果该碰撞器无Mesh Collider,将返回Vector2.zero

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

    public Camera cam;

 

    void Start(){

        cam = GetComponent<Camera>();

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        if(!Input.GetMouseButton(0)){

            return;

        }    //立钻哥哥:if(!Input.GetMouseButton()){}

 

        RaycastHit hit;

        if(!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit)){

            return;

        }    //立钻哥哥:if(!Physics.Raycast()){}

 

        Renderer rend = hit.transform.GetComponent<Renderer>();

        MeshCollider meshCollider = hit.collider as MeshCollider;

        if(rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null){

            return;

        }    //立钻哥哥:if(rend==null || ...){}

 

        Texture2D tex = rend.material.mainTexture as Texture2D;

        //Vector2 pixelUV = hit.textureCoord2;    //立钻哥哥:纹理坐标2

        Vector2 pixelUV = hit.textureCoord;

 

        pixelUV.x *= tex.width;

        pixelUV.y *= tex.height;

        tex.SetPixel((int)pixelUV.x, (int)pixelUV.y, Color.black);

        tex.Apply();

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:pubic class YanlzRaycastHit{}

 

 

 

 

 

++B2.9、textureCoord2

++B2.9、textureCoord2

++B2.9、textureCoord2

++++立钻哥哥:纹理坐标2

public Vector2 textureCoord2;

++++在接触点处的第二套UV纹理坐标;

++++可以用于3D纹理绘制或绘制弹痕;如果该碰撞器不是mesh collider,则返回Vector2.zero;如果网格不包括第二套UV,将返回主UV坐标;

 

 

 

 

 

++B2.10、transform

++B2.10、transform

++B2.10、transform

++++立钻哥哥:变换

public Transform transform;

++++碰到的该刚体或碰撞器的变换;

 

 

 

 

 

++B2.11、triangleIndex

++B2.11、triangleIndex

++B2.11、triangleIndex

++++立钻哥哥:三角形索引

public int triangleIndex;

++++碰到的三角形的索引;

++++三角形索引仅对碰到的碰撞器是MeshCollider有效;

//立钻哥哥:This script draw a debug line around mesh triangles as you move the mouse over them

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzXREngine : MonoBehaviour{

    Camera camera;

 

    void Start(){

        camera = GetComponent<Camera>();

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        RaycastHit hit;

        if(!Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), out hit)){

            return;

        }    //立钻哥哥:if(!Physics.Raycast()){}

 

        MeshCollider meshCollider = hit.collider as MeshCollider;

        if(meshCollider == null || meshCollider.sharedMesh == null){

            return;

        }    //立钻哥哥:if(meshCollider==null || ...){}

 

        Mesh mesh = meshCollider.sharedMesh;

        Vector3[] vertices = mesh.vertices;

        int[] triangles = mesh.triangles;

        Vector3 p0 = vertices[triangles[hit.triangleIndex * 3 + 0]]

        Vector3 p1 = vertices[triangles[hit.triangleIndex * 3 + 1]];

        Vector3 p2 = vertices[triangles[hit.triangleIndex * 3 + 2]]

        Transform hitTransform = hit.collider.transform;

 

        p0 = hitTransform.TransformPoint(p0);

        p1 = hitTransform.TransformPoint(p1);

        p2 = hitTransform.TransformPoint(p2);

 

        Debug.DrawLine(p0, p1);

        Debug.DrawLine(p1, p2);

        Debug.DrawLine(p2, p0);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzXREngine{}

 

 

 

 

 

 

 

 

#C3、立钻哥哥对RaycastHit类的拓展

#C3、立钻哥哥对RaycastHit类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

 

 

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

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++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

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++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

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++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

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