Unity3d 用鼠标拾取模型顶点 三

 

                                                                              Unity3d 用鼠标拾取模型顶点 三

            我们接着第二篇,描绘点的方式,就用自带的Sphere,然后做成预制件(Prefab),然后在顶点的位置,绘制Sphere,效果还可以!上一节说了,找到鼠标发出的射线与模型的碰撞面三角形(Triangle),我的做法是,判断鼠标Input.mousePosition与三角形的三个顶点哪个顶点最近,这个就是鼠标选择顶点!

             代码如下:

            

using UnityEngine;
using System.Collections;
public class DrawBox : MonoBehaviour {
    public GameObject sphere1;
	// Update is called once per frame
	void Update () {
        RaycastHit hit;
        Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
        if (Physics.Raycast(ray, out hit, 100))
        {
            Debug.Log(hit.collider.gameObject.name);
            MeshCollider collider = hit.collider as MeshCollider;
            if (collider == null||collider.sharedMesh==null)
                return;
            Mesh mesh0 = collider.sharedMesh;
            Vector3[] vertices = mesh0.vertices;
            int[] triangles = mesh0.triangles;
            Vector3 p0 = hit.transform.TransformPoint(vertices[triangles[hit.triangleIndex * 3]]);
            Vector3 p1 = hit.transform.TransformPoint(vertices[triangles[hit.triangleIndex * 3+1]]);
            Vector3 p2 = hit.transform.TransformPoint(vertices[triangles[hit.triangleIndex * 3+2]]);
            sphere1.transform.position = MinDistanceMouse(p0, p1, p2);
        }
	}
    Vector3 MinDistanceMouse(Vector3 v1, Vector3 v2, Vector3 v3)
    {
        Vector3 mouseposition = Input.mousePosition;
        float distance1 = Vector3.Distance(v1, mouseposition);
        float distance2 = Vector3.Distance(v2, mouseposition);
        float distance3= Vector3.Distance(v3, mouseposition);
        if (distance1 < distance2 && distance1 < distance3)
            return v1;
        if (distance2 < distance1 && distance2 < distance3)
            return v2;
        if (distance3 < distance1 && distance3 < distance2)
            return v3;
        return Vector3.zero;
    }
}

 

  

   

            其中MinDistanceMouse方法就是选择哪个是离鼠标最近的点!

            这一章节说到这儿,下一节开始编辑顶点,呵呵!

 

 

           

posted @ 2013-01-15 23:25  广州阿龙  阅读(1566)  评论(0编辑  收藏  举报