RaycastHit.barycentricCoordinate 重心坐标

var barycentricCoordinate : Vector3

Description描述

The barycentric coordinate of the triangle we hit.

This lets you interpolate any of the vertex data along the 3 axes.

``````// Attach this script to a camera and it will
// draw a debug line pointing outward from the normal
//附加这个脚本到相机，它将绘制一条从法线指出的调试直线
function Update () {
// Only if we hit something, do we continue
//只有当碰到了什么东西，继续
var hit : RaycastHit;
if (!Physics.Raycast (Camera.main.ScreenPointToRay(Input.mousePosition), hit))
return;

// Just in case, also make sure the collider also has a renderer
// material and texture
//以防万一，确保碰撞器也有一个渲染器、材质和纹理
var meshCollider = hit.collider as MeshCollider;
if (meshCollider == null || meshCollider.sharedMesh == null)
return;

var mesh : Mesh = meshCollider.sharedMesh;
var normals = mesh.normals;
var triangles = mesh.triangles;

// Extract local space normals of the triangle we hit
//取得所碰到三角形的本地法线
var n0 = normals[triangles[hit.triangleIndex * 3 + 0]];
var n1 = normals[triangles[hit.triangleIndex * 3 + 1]];
var n2 = normals[triangles[hit.triangleIndex * 3 + 2]];

// interpolate using the barycentric coordinate of the hitpoint
//使用碰撞点的重心坐标来插值
var baryCenter = hit.barycentricCoordinate;

// Use barycentric coordinate to interpolate normal
//使用重心坐标插值法线
var interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z;
// normalize the interpolated normal
//规范化插值法线
interpolatedNormal = interpolatedNormal.normalized;

// Transform local space normals to world space
//变换本地法线到世界空间
var hitTransform : Transform = hit.collider.transform;
interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);

// Display with Debug.DrawLine
//显示调试线
Debug.DrawRay(hit.point, interpolatedNormal);
}``````
Page last updated: 2011-3-13