worldPosition = Camera.main.ScreenToWorldPoint(position);
时间: 2024-05-28 14:08:41 浏览: 144
This line of code is used to convert a position in screen space to world space, based on the position of the main camera.
The input parameter "position" is a Vector3 representing a point in screen space, with x and y values ranging from 0 to the width and height of the screen, and a z value representing the distance from the camera.
The output variable "worldPosition" is a Vector3 representing the same point in world space, with x, y, and z values corresponding to the position in the game world.
This conversion is useful for interacting with objects in the game world based on user input, such as clicking or tapping on the screen to select an object.
相关问题
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Tilemaps; public class TileMapReadController : MonoBehaviour { [SerializeField] Tilemap tilemap; [SerializeField] List<TileData> tileDatas; Dictionary<TileBase, TileData> dataFromTiles; private void Start() { //Debug.Log("111"); 有一个111出来 dataFromTiles = new Dictionary<TileBase, TileData>(); foreach (TileData tileData in tileDatas) { foreach(TileBase tile in tileData.tiles) { //Debug.Log("111"); 有两个111出来 dataFromTiles.Add(tile, tileData); } } } Vector3 worldPosition; public Vector3Int GetGridPosition(Vector3 position, bool mousePosition) { Ray ray = Camera.main.ScreenPointToRay(position); if (Physics.Raycast(ray, out RaycastHit hit)) { worldPosition = hit.point; } else { worldPosition = Camera.main.transform.position + ray.direction * 100.0f; } //Debug.Log(worldPosition); Vector3Int gridPosition = tilemap.WorldToCell(worldPosition); //Debug.Log(gridPosition); return gridPosition; } public TileBase GetTileBase(Vector3Int gridPosition) { TileBase tile = tilemap.GetTile(gridPosition); //Debug.Log("111"); return tile;//此处代码有问题因为根本没有return出来东西 } public TileData GetTileData(TileBase tilebase) { //Debug.Log("111"); return dataFromTiles[tilebase]; } }这段代码调用了public TileBase GetTileBase这个函数了吗
可以看到,在TileMapReadController这个类中,确实出现了public TileBase GetTileBase函数的定义。但是在该函数体中,可能存在一个代码错误,因为在函数末尾并没有返回任何值。
怎样编写有动态效果的three.js天空盒
要编写有动态效果的three.js天空盒,你需要使用ShaderMaterial来创建一个自定义的着色器材质。下面是一个简单的例子:
```javascript
// 创建一个立方体纹理,并将其用作天空盒
const cubeTexture = new THREE.CubeTextureLoader()
.setPath('textures/skybox/')
.load(['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg']);
scene.background = cubeTexture;
// 创建一个着色器材质
const skyboxMaterial = new THREE.ShaderMaterial({
uniforms: {
// 将天空盒纹理传递给着色器
skybox: { value: cubeTexture },
// 定义时间变量
time: { value: 0 }
},
vertexShader: `
varying vec3 vWorldPosition;
void main() {
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform samplerCube skybox;
uniform float time;
varying vec3 vWorldPosition;
void main() {
vec3 direction = normalize(vWorldPosition);
// 在片元着色器中通过时间和方向计算出天空盒的颜色
vec4 color = textureCube(skybox, vec3(direction.x + time * 0.1, direction.yz)).rgba;
gl_FragColor = color;
}
`
});
// 创建一个天空盒网格,将着色器材质应用于其材质
const skyboxGeometry = new THREE.BoxGeometry(1000, 1000, 1000);
const skybox = new THREE.Mesh(skyboxGeometry, skyboxMaterial);
scene.add(skybox);
// 在动画循环中更新时间变量
function animate() {
skyboxMaterial.uniforms.time.value += 0.01;
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
animate();
```
在上面的例子中,我们创建了一个立方体纹理并将其用作天空盒。然后,我们创建了一个自定义的着色器材质,并将天空盒纹理和时间变量传递给着色器。在顶点着色器中,我们将世界位置传递给片元着色器。在片元着色器中,我们通过时间和方向计算出天空盒的颜色,并将其赋值给输出变量。最后,我们创建了一个天空盒网格,将着色器材质应用于其材质,并在动画循环中更新时间变量。
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