射线与平面的检测属于三维空间典型的检测算法之一,属于三维中基础实用一通百通的技术之一。
之前我们在空间点与平面中已经大致了解了其中的概念和原理,不清楚的可以先回过去看下,空间表示法A*x+B*y+C*z+D = 0,射线表示法为start + n*dir(起点+模长*朝向),那么射线与平面检测,就是解方程组就好了,还是画个图方便理解,如下:
程序设计思路也简单,首先使用叉积计算出平面单位法向量PN,然后根据射线start和dir求解模长n,就得到相交Point了,代码如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RayPlaneTest : MonoBehaviour { public Transform Plane; public Transform Start; public Transform End; private Mesh mesh; private Vector3 endPos; void Awake() { mesh = Plane.GetComponent<MeshFilter>().sharedMesh; endPos = End.position; } void Update() { End.position = endPos + new Vector3(Mathf.Sin(Time.time) * 0.2f, 0, 0); Vector3 p = Plane.TransformPoint(mesh.vertices[0]); Vector3 p1 = Plane.TransformPoint(mesh.vertices[1]); Vector3 p2 = Plane.TransformPoint(mesh.vertices[2]); Vector3 s = Start.position; Vector3 e = End.position; Vector3 point = GetRayPlanePoint(p, p1, p2, s, e); #if UNITY_EDITOR Debug.DrawLine(s, point, Color.red); #endif } private Vector3 GetRayPlanePoint(Vector3 p, Vector3 p1, Vector3 p2, Vector3 start, Vector3 end) { Vector3 cross = Vector3.Cross(p1 - p, p2 - p); Vector3 dir = (end - start).normalized; #if UNITY_EDITOR Debug.DrawLine(p, p + cross, Color.black); Debug.DrawLine(start, start + dir, Color.black); #endif float u = cross.x; float v = cross.y; float w = cross.z; float a = p.x; float b = p.y; float c = p.z; float Sx = start.x; float Sy = start.y; float Sz = start.z; float dx = dir.x; float dy = dir.y; float dz = dir.z; float n = ((u * a + v * b + w * c) - (u * Sx + v * Sy + w * Sz)) / (u * dx + v * dy + w * dz); return start + n * dir; } }
效果如如下:
当然unity中提供了我们Ray和Raycast组件用来检测,所以我们了解一下其中计算原理就好。
————————————————
版权声明:本文为CSDN博主「羊羊2035」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/yinhun2012/article/details/97886462

