3D Picking 其原理是从摄像机位置到空间发射的射线。基于光线碰到物体回暖。
这里我们使用了触摸屏拿起触摸,鼠标选择相同的原理,仅仅是可选API不同。
从unity3D官网Manual里找到下面Input内容:
http://docs.unity3d.com/Documentation/Manual/Input.html
当中有段样例程序:
Following is an example script which will shoot a ray whenever the user taps on the screen:
var particle : GameObject; function Update () { for (var touch : Touch in Input.touches) { if (touch.phase == TouchPhase.Began) { // Construct a ray from the current touch coordinates var ray = Camera.main.ScreenPointToRay (touch.position); if (Physics.Raycast (ray)) { // Create a particle if hit Instantiate (particle, transform.position, transform.rotation); } } } }
var ray = Camera.main.ScreenPointToRay (touch.position); if (Physics.Raycast (ray))这两句代码是关键代码,我们从这里入手。
查找ScreenPointToRay文档:
http://docs.unity3d.com/Documentation/ScriptReference/Camera.ScreenPointToRay.html
节选文档中主要描写叙述和一段样例
Ray ScreenPointToRay(Vector3 position);
Returns a ray going from camera through a screen point.
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Update() { Ray ray = camera.ScreenPointToRay(new Vector3(200, 200, 0)); Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow); } }
上面的Debug.DrawRay留着后面调试时使用,能够看到发射的射线。
接下来Camera.main.ScreenPointToRay中的Camera.main是什么意思呢,查找Camera.main
static Camera main;
The first enabled camera tagged "MainCamera" (Read Only).
即unity新建一个project后,默认的一个main Camera
查找Physics.Raycast文档。
http://docs.unity3d.com/Documentation/ScriptReference/Physics.Raycast.html
文档内容非常多。当中有一个
static bool Raycast(Vector3origin, Vector3direction, RaycastHithitInfo, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
红色的两个參数我们后面将会用到,在查看RaycastHithitInfo,
http://docs.unity3d.com/Documentation/ScriptReference/RaycastHit.html
至此。我们能够实现一个简单的Picking了,创建sphere, plane, Direction Light,和一个Empty GameObject取名GameController。并新建一个脚本与其绑定。
打开GameController.cs。输入下面代码:
using UnityEngine; using System.Collections; public class GameController : MonoBehaviour { void Update () { if(Input.touchCount == 1) { Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(0).position); Debug.DrawRay (ray.origin, ray.direction * 10, Color.yellow); // ray needs a origin, and a dir if(Physics.Raycast(ray, 10)) Debug.Log("Hit something"); } } }
在移动设备上使用Unity remote,用手触摸屏幕,将会看到一道黄线,若触摸到小球Sphere或地面Plane后。可看到在Console中有Hit something信息,即射线击中了物体。
以下我们想分别选中物体。即仅仅picking小球而忽略地面plane。查看Layer文档:
http://docs.unity3d.com/Documentation/Components/Layers.html
当中讲的非常仔细。关键就是要新建Tags和设定layerMask
打开Edit,选择Project Settings->Tags and Layers
在Layer 8输入Player。Layer 9输入Background
将Sphere 和 Plane的Layer 设为对应的层
改动GameController.cs,
using UnityEngine; using System.Collections; public class GameController : MonoBehaviour { void Update () { if(Input.touchCount == 1) { Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(0).position); int playersLayerMask = 1 << 8; RaycastHit hit; if(Physics.Raycast(ray, out hit, Mathf.Infinity, playersLayerMask)) { Debug.DrawLine(ray.origin, hit.point, Color.yellow); // line needs two points } } } }
此时,仅仅有当我们触摸到Sphere时才绘制黄色射线提示,因为设置了LayerMask射线将忽略Plane。
以下我们尝试当射线击中Spheres时绘制黄色提示线,先击中Sphere后击中Plane时绘制红色提示线。
改动GameController.cs,
using UnityEngine; using System.Collections; public class GameController : MonoBehaviour { void Update () { if(Input.touchCount == 1) { Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(0).position); int playersLayerMask = 1 << 8; int backgroundLayerMask = 1 << 9; RaycastHit hit; if(Physics.Raycast(ray, out hit, Mathf.Infinity, playersLayerMask)) { Debug.DrawLine(ray.origin, hit.point, Color.yellow); // line needs two points RaycastHit groundHit; if(Physics.Raycast(ray, out groundHit, Mathf.Infinity, backgroundLayerMask)) { Debug.DrawLine(ray.origin, groundHit.point, Color.red); } } } } }
点击Play,效果例如以下,
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