using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camer_Class_WorldTo : MonoBehaviour
{
// 用于将世界坐标系转换为屏幕坐标系
//本脚本将完成一个案例实现 小球从远处过来
Transform StarFather;
Transform StarChild;
Vector3 ScreenPoint;
Vector3 ViewPoint;
Camera OneCamera;
void Start()
{
StarFather = GameObject.FindGameObjectWithTag("Earth").transform;
OneCamera = Camera.main;//获取主摄像机
}
// Update is called once per frame
void Update()
{
ScreenPoint = OneCamera.WorldToScreenPoint(StarFather.GetChild(0).transform.position);//世界坐标转换 屏幕坐标
StarFather.GetChild(0).transform.RotateAround(StarFather.transform.position, Vector3.up, 50 * Time.deltaTime);
ClickDestory();//实现小球转后的屏幕坐标系和鼠标点击的坐标匹配然后删除该物体
ViewPoint = OneCamera.WorldToViewportPoint(StarFather.GetChild(0).transform.position);//世界坐标转换 摄像机视口坐标
}
private void OnGUI()
{
GUILayout.BeginArea(new Rect(50, 20, 500, 300));
GUILayout.Label("小球的原始坐标:" + (StarFather.GetChild(0).transform.position));
GUILayout.Label("世界坐标转换 屏幕坐标后" + ScreenPoint);
GUILayout.Label("鼠标屏幕坐标" + Input.mousePosition);
GUILayout.Label(("世界坐标转换 视口坐标后" + ViewPoint));
GUILayout.EndArea();
}
void ClickDestory()
{
Vector2 TempTurnScreen = new Vector2(ScreenPoint.x, ScreenPoint.y);
Vector2 TempMousePoint = new Vector2(Input.mousePosition.x, (Input.mousePosition.y));
Vector3 Lerp = TempTurnScreen - TempMousePoint;
if (Lerp.magnitude < 20 & Lerp.magnitude > 0)
{
Debug.Log("鼠标碰撞物体成功!!!!!!!!!!!!!!!!!");
if (Input.GetMouseButtonDown(0))
{
Destroy(StarFather.GetChild(0).gameObject);
}
Debug.Log("死亡位置!!!!" + ScreenPoint);
}
}
}
本案例实现 屏幕鼠标移动转换为视口和屏幕转世界坐标
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera_Class : MonoBehaviour
{
// 用于测试Camera 类 坐标系转换
//1. 屏幕坐标转化为视口坐标 Camera.ScreenToViewportPoint 本案例实现 屏幕鼠标移动转换为视口
// 2.屏幕转世界坐标
public float Speed = 100f;
Vector3 Temppos_Worlspos;//接收屏幕转换后的世界坐标
Vector2 mousePos = new Vector2();//接收获取到的屏幕坐标系2D
Vector3 Turn_View_Point = new Vector3();//接收转化后的视口坐标
bool ISrotate = false;
bool IsCreatSphere = false;
private Camera cam;
void Start()
{
float starTime = Time.time;
cam = Camera.main;//如果想要使用主相机 就可以使用此方法直接获取主相机, 我们这里主要使用主摄像机进行坐标系转换测试
}
private void Update()
{
mousePos = Input.mousePosition;//获取屏幕鼠标移动坐标值
Turn_View_Point = cam.ScreenToViewportPoint(new Vector3(mousePos.x, mousePos.y, 100f));//屏幕转视口坐标系 100是自定义数值
//_________________________________________________________________________________________________________________
Temppos_Worlspos = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 100f));//屏幕转世界坐标
//_________________________________________________________________________________________________________________
//Move(Temppos_Worlspos);
Create_Obj_inScreenTurnWorld_Pos(Temppos_Worlspos);//实现屏幕鼠标点击转换世界坐标系然后在这个位置克隆小球
}
void OnGUI()//在UNITY的声明周期中,OnGUI是在Update后面运行,每帧运行两次 用于输出信息
{
GUILayout.BeginArea(new Rect(20, 50, 500, 300));//创建一块UI显示区域, 标签框
GUILayout.Label("获取到的屏幕鼠标坐标Mouse position: " + mousePos);
GUILayout.Label("给100f的Z值,屏幕坐标转换成View视口坐标后为:" + Turn_View_Point);
GUILayout.Label("————————————————————————————————————");
GUILayout.Label("当前摄像机的Z坐标:" + cam.transform.position.z + "转换世界坐标后World position: " + Temppos_Worlspos);
GUILayout.EndArea();//结束UI显示区域, 标签框
}
void Create_Obj_inScreenTurnWorld_Pos(Vector3 Temppos_Worlspos)//实现屏幕鼠标点击转换世界坐标系然后在这个位置克隆小球
{
if (Input.GetMouseButtonDown(0))
{
IsCreatSphere = true;
do
{
if (IsCreatSphere)
{
GameObject FatherPlayer = GameObject.FindGameObjectWithTag("Player");
GameObject TempSphereclone = GameObject.CreatePrimitive(PrimitiveType.Sphere);
TempSphereclone.transform.SetParent(FatherPlayer.transform);//设置父物体
TempSphereclone.GetComponent().material.color = Color.yellow;//设置颜色
TempSphereclone.transform.position = Temppos_Worlspos;//设置坐标
TempSphereclone.transform.localScale = new Vector3(8, 8, 8);//设置缩放
IsCreatSphere = false;
Destroy(TempSphereclone, 1f);
}
} while (false);
}
}
void Move(Vector3 TempV3)//点击右键 移动
{
//插值平滑运动
//Vector3 Temp =Vector3.Lerp(transform.position, TempV3, (Time.time- starTime)*Speed);//插值平滑运算 (起点, 终点,起点靠近终点的比例)
// this.transform.position = Vector3.Lerp(transform.position, TempV3, (Time.time - starTime) * Speed);
// Debug.Log((Time.time - starTime) * Speed +"sudu"+ Temp);
// //普通运动
Vector3 Dir = Temppos_Worlspos - transform.position;
this.transform.Translate(Dir.normalized * 20 * Time.deltaTime);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera_Class_Two : MonoBehaviour {
// 本脚本用于测试 坐标系转换
Camera OneCam;
Vector3 ViewToWorld;
Vector3 ViewToScreen;
void Start ()
{
OneCam = Camera.main;//这个可以快速获取标签为MainCamera 的摄像机
OneCam.transform.position = new Vector3(0,0,-20f);//相机初始化位置
Debug.Log("视口坐标(0,0,100)转世界坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0, 0, 100f)));//转之后的Z坐标是摄像机原Z坐标加上赋值的Z值
Debug.Log("视口坐标(0.5,0.5,100)转世界坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 100f)));//转之后的Z坐标是摄像机原Z坐标加上赋值的Z值
Debug.Log("视口坐标(1,1,100)转世界坐标系" + OneCam.ViewportToWorldPoint(new Vector3(1, 1, 100f)));//转之后的Z坐标是摄像机原Z坐标加上赋值的Z值
Debug.Log("————————下面是视口转屏幕————————————————————————" );
Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0, 0, 100f)));
Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0.5f, 0.5f, 100f)));
Debug.Log("视口坐标(0,0,100f)转屏幕坐标系" + OneCam.ViewportToScreenPoint(new Vector3(1f, 1f, 100f)));
//————————————————————————————世界转视口和平面————————————————
}
private void OnGUI()
{
GUILayout.BeginArea(new Rect(50, 20, 800,300));
GUILayout.Label("视口坐标(0,0,100) 转【世界】坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0, 0, 100f))+"Z 等于摄像机坐标+赋值的Z");
GUILayout.Label("视口坐标(0.5,0.5,100)转【世界】坐标系" + OneCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 100f)));
GUILayout.Label("视口坐标(1,1,100) 转【世界】坐标系" + OneCam.ViewportToWorldPoint(new Vector3(1, 1, 100f)));
GUILayout.Label("____________________________________________________________");
GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0, 0, 100f))+"Z值对屏幕坐标系来说并没有用");
GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(0.5f, 0.5f, 100f)));
GUILayout.Label("视口坐标(0,0,100f)转【屏幕】坐标系" + OneCam.ViewportToScreenPoint(new Vector3(1f, 1f, 100f)));
GUILayout.Label("____________________________________________________________");
GUILayout.EndArea();//结束UI显示区域, 标签框
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera_Class_ScreenPointToRay : MonoBehaviour {
Camera cam;
Vector3 RayTargetPoint;
Vector3 RayScreen_TargetPoint;
void Start()
{
cam = GetComponent();
RayTargetPoint = new Vector3(0f,0.5f,0f);
}
void Update()
{
RayScreen_TargetPoint = Input.mousePosition;
RayTargetPoint.x=RayTargetPoint.x >= 1.0f ? 0.0f : RayTargetPoint.x +0.02f;//数值增加
Ray View_ray = cam.ViewportPointToRay(RayTargetPoint);//朝摄像机视口上的目标点发射射线
Ray Screen_ray = cam.ScreenPointToRay(RayScreen_TargetPoint);//朝向屏幕上某个点发射射线
//Debug.Log("当前射线目标点在视口中的位置" + RayTargetPoint);
Debug.DrawRay(View_ray.origin, View_ray.direction * 800, Color.yellow);//绘制射线
Debug.DrawRay(Screen_ray.origin, Screen_ray.direction * 800, Color.red);//绘制射线
RaycastHit hit;//反射探测到的物体
if (Physics.Raycast(View_ray, out hit))
{
print("我看见了物体: " + hit.transform.name);
}
}
}