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RaycastHit.textureCoord 纹理坐标

发布于 2019-12-18 15:38:23 字数 3561 浏览 1521 评论 0 收藏 0

JavaScript => public var textureCoord: Vector2;
C# => public Vector2 textureCoord;

Description 描述

The uv texture coordinate at the impact point.

在触碰点的UV纹理坐标。

This can be used for 3D texture painting or drawing bullet marks. If the collider is no mesh collider, zero Vector2 will be returned.

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。

JavaScript:

// Attach this script to a camera and it will paint black pixels in 3D 
// on whatever the user clicks. Make sure the mesh you want to paint 
// on has a mesh collider attached.
 
var cam: Camera;
 
function Start() {
   cam = GetComponent.<Camera>();
}
 
 
function Update () {
    // Only when we press the mouse
    if (!Input.GetMouseButton(0))
        return;
 
    // Only if we hit something, do we continue
    var hit : RaycastHit;
    if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), hit))
        return;
 
    // Just in case, also make sure the collider also has a renderer
    // material and texture. Also we should ignore primitive colliders.
    var rend : Renderer = hit.transform.GetComponent.<Renderer>();
   	var meshCollider = hit.collider as MeshCollider;
 
    if (rend == null || rend.sharedMaterial == null ||
        rend.sharedMaterial.mainTexture == null || meshCollider == null)
        return;
 
    // Now draw a pixel where we hit the object
    var tex : Texture2D = rend.material.mainTexture as Texture2D;
    var pixelUV : Vector2 = hit.textureCoord;
    pixelUV.x *= tex.width;
    pixelUV.y *= tex.height;
 
    tex.SetPixel(pixelUV.x, pixelUV.y, Color.black);
 
    tex.Apply();
}

C#:

using UnityEngine;
using System.Collections;
 
public class ExampleClass : MonoBehaviour {
    public Camera cam;
    void Start() {
        cam = GetComponent<Camera>();
    }
    void Update() {
        if (!Input.GetMouseButton(0))
            return;
 
        RaycastHit hit;
        if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit))
            return;
 
        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;
 
        Texture2D tex = rend.material.mainTexture as Texture2D;
        Vector2 pixelUV = hit.textureCoord;
        pixelUV.x *= tex.width;
        pixelUV.y *= tex.height;
        tex.SetPixel((int)pixelUV.x, (int)pixelUV.y, Color.black);
        tex.Apply();
    }
}

See Also: Physics.Raycast, Physics.Linecast, Physics.RaycastAll.

RaycastHit

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