/// <summary> /// 某个点在物体的哪个方向(面)上 /// </summary> /// <param name="raycastHitGameObject">射线检测到的物体</param> /// <param name="hitPoint">射线与物体交叉的位置</param> /// <returns></returns> public static Vector3 GetDirect(GameObject raycastHitGameObject, Vector3 hitPoint) { //转换为物体本身的坐标 Vector3 _localPos = raycastHitGameObject.transform.InverseTransformPoint(hitPoint).normalized; Vector3 localPos = new Vector3(Mathf.Abs(_localPos.x), Mathf.Abs(_localPos.y), Mathf.Abs(_localPos.z)); if (localPos.x >= localPos.y && localPos.x >= localPos.z) { _localPos = new Vector3(_localPos.x > 0 ? 1 : -1, 0, 0); } else if (localPos.y > localPos.x && localPos.y >= localPos.z) { _localPos = new Vector3(0, _localPos.y > 0 ? 1 : -1, 0); } else { _localPos = new Vector3(0, 0, _localPos.z > 0 ? 1 : -1); } return _localPos; }
Unity3d 射线射到的点在物体的哪个方向(面)上
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转载自blog.csdn.net/lizhenxiqnmlgb/article/details/80443185
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