# Rigidbody.ClosestPointOnBounds 到边界框的最近点

function ClosestPointOnBounds (position : Vector3) : Vector3

Description描述

The closest point to the bounding box of the attached colliders.

This can be used to calculate hit points when applying explosion damage. Or calculating explosion forces that act on a point on the surface of the rigidbody

``````using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public float hitPoints = 10.0F;
void ApplyHitPoints(Vector3 explosionPos, float radius) {
Vector3 closestPoint = rigidbody.ClosestPointOnBounds(explosionPos);
float distance = Vector3.Distance(closestPoint, explosionPos);
float damage = 1.0F - Mathf.Clamp01(distance / radius);
damage *= 10;
hitPoints -= damage;
}
}``````
``````var hitPoints : float = 10.0;
function ApplyHitPoints (explosionPos : Vector3, radius : float) {
// The distance from the explosion position to the surface of the rigidbody
//从爆炸位置到刚体表面的距离
var closestPoint : Vector3 = rigidbody.ClosestPointOnBounds(explosionPos);
var distance : float = Vector3.Distance(closestPoint, explosionPos);

// The hit points we apply fall decrease with distance from the hit point
//伤害点数随着到伤害的距离而降低
var damage : float = 1.0 - Mathf.Clamp01(distance / radius);

// This is the final hitpoints we want to apply. 10 at maximum.
//这是我们要用的最终伤害点数。
damage *= 10;

// Apply the damage
//应用伤害
hitPoints -= damage;
}``````
Page last updated: 2011-2-9