《UnityAPI.RaycastHit射線投射碰撞信息》(Yanlz+Unity+SteamVR+雲技術+5G+AI+VR雲遊戲+Rigidbody+Collider+立鑽哥哥++OK++)

《UnityAPI.RaycastHit射線投射碰撞信息》

版本

作者

參與者

完成日期

備註

UnityAPI_RaycastHit_V01_1.0

嚴立鑽

 

2020.05.22

 

 

 

 

 

 

 

#《UnityAPI.RaycastHit射線投射碰撞信息》發佈說明:

++++“UnityAPI.RaycastHit射線投射碰撞信息是對UnityAPIRaycastHit類的剖析和拓展

立鑽哥哥:Unity是一個入門快、提高難的遊戲引擎,想要提升能力,至少需要越過3道坎:API+Shader+綜合能力

++1、API的積累:API的合理利用不僅可以減輕自己的編碼負擔,而且往往可以提高程序的運行效率;這也是鑽哥開始“Unity API”獨立打造分類的初衷

++2、Shader編程:想要做出一款精品遊戲往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系統,優化了繁雜的“Open GL”編程

++3、綜合能力(技術+業務+管理):一款產品的製作除了功能編程外,往往會涉及很多其他領域,例如產品架構、UI交互設計、模型製作等,作爲主要的編程人員,對其他相關領域的瞭解程序往往會影響到產品製作直至最後的產品體驗

++++立鑽哥哥一直在推動【VR雲遊戲=Unity+SteamVR+雲技術+5G+AI,這個只是一個引子,拋磚引玉讓大家對整個知識體系有一個明確的落地方向,寶寶們可以根據自己的興趣方向進行拓展:比如Unity這裏是指一種“3D遊戲引擎”,也可拓展至“UE4Cocos2dx”等遊戲引擎;SteamVR是一種跨硬件解決方案,也可拓展至“VRTK”等第三方插件;“雲技術+5G”是一種跨平臺解決方案的核心技術,同樣可拓展至其他平臺解決方案;AI也是一種先進技術的舉例,也可以拓展至任何一種前沿技術

 

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

$$$$博客溯源:

 

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

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

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

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

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

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#RaycastHit射線投射碰撞信息

#RaycastHit射線投射碰撞信息

#RaycastHit射線投射碰撞信息

++A1、Description描述

++B2、Variables變量

++C3、Public Function共有函數

++D4、Message消息

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立鑽哥哥:RaycastHit(射線投射碰撞信息)是用來獲取射線投射返回的信息

++++[namespace]:UnityEngine

++++[Inherits from]

立鑽哥哥:Structure used to get information back from a raycast.

 

 

 

 

 

#B2、Variables變量

#B2、Variables變量

++B2、Variables變量

++++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

++++立鑽哥哥:重心座標

public Vector3 barycentricCoordinate;

++++碰到的三角形的重心座標

++++讓插值沿3軸的任意頂點數據

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);

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.2、collider

++B2.2、collider

++B2.2、collider

++++立鑽哥哥:碰撞器

public Collider collider;

++++碰到的碰撞器

++++如果射線什麼也沒有碰到返回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;

            }

        }    //立鑽哥哥:if(){}

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.3、distance

++B2.3、distance

++B2.3、distance

++++立鑽哥哥:距離

public float distance;

++++從射線的原點到觸碰點的距離

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;

    }    //立鑽哥哥: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);

            }    //立鑽哥哥:if(hoverError > 0){}

        }    //立鑽哥哥:if(Physics.Raycast()){}

    }    //立鑽哥哥:void FixedUpdate(){}

 

}    //立鑽哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.4、lightmapCoord

++B2.4、lightmapCoord

++B2.4、lightmapCoord

++++立鑽哥哥:光照貼圖座標

public Vector2 lightmapCoord;

++++在觸碰點的UV光照貼圖的座標

++++這個能用於取樣光照貼圖,設置取樣的顏色值作爲移動對象的材質顏色,使其粗略匹配烘焙的光照

 

 

 

 

 

++B2.5、normal

++B2.5、normal

++B2.5、normal

++++立鑽哥哥:法線

public Vector3 normal;

++++射線觸碰表面的法線

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);

            }    //立鑽哥哥:if(Physics.Raycast()){}

        }    //立鑽哥哥:if(Input.GetMouseButton()){}

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

 

++B2.6、point

++B2.6、point

++B2.6、point

++++立鑽哥哥:接觸點

public Vector3 point;

++++在世界座標空間,射線碰到碰撞器的接觸點

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);

            }    //立鑽哥哥:if(hit.rigidbody != null){}

        }    //立鑽哥哥:if(Physics.Raycast()){}

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.7、rigidbody

++B2.7、rigidbody

++B2.7、rigidbody

++++立鑽哥哥:剛體

public Rigidbody rigidbody;

++++碰到的該碰撞器上的剛體;如果碰撞器上沒有附加剛體,那麼返回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);

                }    //立鑽哥哥:if(hit.rigidbody != null){}

            }    //立鑽哥哥:if(Physics.Raycast(ray, out hit)){}

        }    //立鑽哥哥:if(Input.GetMouseButtonDown()){}

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzRaycastHit{}

 

 

 

 

 

++B2.8、textureCoord

++B2.8、textureCoord

++B2.8、textureCoord

++++立鑽哥哥:紋理座標

public Vector2 textureCoord;

++++在觸碰點的UV紋理座標

++++這可用於3D紋理繪製或繪製彈痕;如果該碰撞器無Mesh Collider,將返回Vector2.zero

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRaycastHit : MonoBehaviour{

    public Camera cam;

 

    void Start(){

        cam = GetComponent<Camera>();

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        if(!Input.GetMouseButton(0)){

            return;

        }    //立鑽哥哥:if(!Input.GetMouseButton()){}

 

        RaycastHit hit;

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

            return;

        }    //立鑽哥哥: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;

        }    //立鑽哥哥:if(rend==null || ...){}

 

        Texture2D tex = rend.material.mainTexture as Texture2D;

        //Vector2 pixelUV = hit.textureCoord2;    //立鑽哥哥:紋理座標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();

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:pubic class YanlzRaycastHit{}

 

 

 

 

 

++B2.9、textureCoord2

++B2.9、textureCoord2

++B2.9、textureCoord2

++++立鑽哥哥:紋理座標2

public Vector2 textureCoord2;

++++在接觸點處的第二套UV紋理座標

++++可以用於3D紋理繪製或繪製彈痕;如果該碰撞器不是mesh collider,則返回Vector2.zero;如果網格不包括第二套UV,將返回主UV座標

 

 

 

 

 

++B2.10、transform

++B2.10、transform

++B2.10、transform

++++立鑽哥哥:變換

public Transform transform;

++++碰到的該剛體或碰撞器的變換

 

 

 

 

 

++B2.11、triangleIndex

++B2.11、triangleIndex

++B2.11、triangleIndex

++++立鑽哥哥:三角形索引

public int triangleIndex;

++++碰到的三角形的索引

++++三角形索引僅對碰到的碰撞器是MeshCollider有效

//立鑽哥哥: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>();

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        RaycastHit hit;

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

            return;

        }    //立鑽哥哥:if(!Physics.Raycast()){}

 

        MeshCollider meshCollider = hit.collider as MeshCollider;

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

            return;

        }    //立鑽哥哥: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);

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzXREngine{}

 

 

 

 

 

 

 

 

#C3、立鑽哥哥對RaycastHit類的拓展

#C3、立鑽哥哥對RaycastHit類的拓展

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

 

 

 

 

 

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

 

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

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

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

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

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

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR遊戲開發QQ羣:784477094

++立鑽哥哥推薦的拓展學習鏈接(Link_Url)

立鑽哥哥推薦的拓展學習鏈接(Link_Url)

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz/

++++虛擬現實VR資訊: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE開發基礎https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

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

++++Oculus安裝使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

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

++++Unity減少VR暈眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

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

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

++++SteamVR2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

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

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

++++SteamVR2.2.0傳送機制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實戰之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簡介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

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

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

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

++++VRTK代碼結構(目錄)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

++++虛擬現實行業應用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平臺上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平臺熱銷VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR實驗:以太網幀的構成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

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

++++UnityAPI.Resources資源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON數據結構https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入門https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

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++++Unity企業內訓(第2講)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企業內訓(第3講)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企業內訓(第4講)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企業內訓(第5講)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企業內訓(第6講)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++鑽哥帶您瞭解產品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

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

++++計算機組成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:雲計算和霧計算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++雲計算通俗講義https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz

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