浅析Unity 坐标系

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
public class CoordinateSystemTest : MonoBehaviour {

public Camera CurrentCamera;

void OnGUI()
{

if (CurrentCamera == null)
{
Debug.Log("相机为Null");
return;
}
GUI.Label(new Rect(300, 50, 100, 100), "坐标变换");

GUI.Label(new Rect(100, 100, 100, 100), "1.世界坐标:");
GUI.Label(new Rect(200, 100, 200, 100), transform.position.ToString());

GUI.Label(new Rect(100, 150, 100, 100), "2.局部坐标:");
GUI.Label(new Rect(200, 150, 200, 100), transform.localPosition.ToString());

GUI.Label(new Rect(100, 200, 100, 100), "3.世界坐标->屏幕坐标:");
GUI.Label(new Rect(200, 200, 200, 100), CurrentCamera.WorldToScreenPoint(transform.position).ToString());

GUI.Label(new Rect(100, 250, 100, 100), "4.世界坐标->视口坐标:");
GUI.Label(new Rect(200, 250, 200, 100), CurrentCamera.WorldToViewportPoint(transform.position).ToString());

GUI.Label(new Rect(100, 300, 100, 100), "5.屏幕坐标->视口坐标:");
GUI.Label(new Rect(200, 300, 200, 100), CurrentCamera.ScreenToViewportPoint(transform.position).ToString());

GUI.Label(new Rect(100, 350, 100, 100), "6.屏幕坐标->世界坐标:");
GUI.Label(new Rect(200, 350, 200, 100), CurrentCamera.ScreenToWorldPoint(transform.position).ToString());

GUI.Label(new Rect(100, 400, 100, 100), "7.视口坐标->屏幕坐标:");
GUI.Label(new Rect(200, 400, 200, 100), CurrentCamera.ViewportToScreenPoint(transform.position).ToString());

GUI.Label(new Rect(100, 450, 100, 100), "8.视口坐标->世界坐标:");
GUI.Label(new Rect(200, 450, 200, 100), CurrentCamera.ViewportToWorldPoint(transform.position).ToString());

}
}

posted @ 2018-07-02 10:32  曾日日  阅读(137)  评论(0编辑  收藏  举报