如何解决使用渲染器世界空间Unity围绕游戏对象绘制边界矩形屏幕空间
我的场景中有一个存在于世界空间中的游戏对象。我想在屏幕空间中获取此游戏对象渲染器的边界矩形角的坐标,因为我有想要围绕此框定位的 UI 元素。
上下文:我正在制作一个教程,我正在使用面板来使所有东西变暗,除了一个不会变暗的游戏对象。我可以使用已经存在于屏幕空间中并对其进行矩形变换的按钮轻松完成此操作,但我无法弄清楚如何围绕世界空间中的游戏对象执行此操作。我们正在使用具有正交投影的相机并且正在使用 Unity 版本 2019.2.17f1。
这是我尝试过的:
public void FocusOnRenderer(Renderer renderer) {
// left,top,right,and bottom are Panels whose pivots are set as follows:
// top: (1,0)
// right: (0,0)
// bottom: (0,1)
// left: (1,1)
// so when their positions are set to be the corners of the target bounding Box,they will fit together nicely.
left.gameObject.SetActive(true);
top.gameObject.SetActive(true);
right.gameObject.SetActive(true);
bottom.gameObject.SetActive(true);
Vector3 center = HandleUtility.WorldToGUIPoint(renderer.bounds.center); // center of bounding Box
Vector3 halfSize = HandleUtility.WorldToGUIPoint(renderer.bounds.extents)); // half size of bounding Box
Vector3 topRight = center + halfSize;
Vector3 topLeft = center + new Vector3(-halfSize.x,halfSize.y,halfSize.z);
Vector3 bottomright = center + new Vector3(halfSize.x,-halfSize.y,halfSize.z);
Vector3 bottomLeft = center + new Vector3(-halfSize.x,halfSize.z);
left.position = topLeft;
top.position = topRight;
right.position = bottomright;
bottom.position = bottomLeft;
}
我认为这是错误的,因为我使用渲染器的边界来计算 halfSize 和 center 并没有给我一个边界矩形。我希望有一种简单的内置方法可以做到这一点,但到目前为止我还没有找到任何东西。
感谢您的帮助!
解决方法
我找到了答案(来自 Unity 论坛上 @SparrowsNest 的视频建议)!这是从相关时间戳开始的视频:https://youtu.be/2Tgqr1_ajqE?t=1061
步骤:
- 从渲染器的边界获取边界框的角
- 将这些角转换为屏幕空间
- 获取最小和最大 x 和 y 值
- 使用这些最小和最大 x 和 y 值设置我的面板的位置
这是我的代码:
public void FocusOnBounds(Bounds bounds) {
// left,top,right,and bottom are Panels whose pivots are set as follows:
// top: (1,0)
// right: (0,0)
// bottom: (0,1)
// left: (1,1)
// so when their positions are set to be the corners of the target bounding box,they will fit together nicely.
left.gameObject.SetActive(true);
top.gameObject.SetActive(true);
right.gameObject.SetActive(true);
bottom.gameObject.SetActive(true);
Vector3 c = bounds.center;
Vector3 e = bounds.extents;
Vector3[] worldCorners = new [] {
new Vector3( c.x + e.x,c.y + e.y,c.z + e.z ),new Vector3( c.x + e.x,c.z - e.z ),c.y - e.y,new Vector3( c.x - e.x,};
IEnumerable<Vector3> screenCorners = worldCorners.Select(corner => Camera.main.WorldToScreenPoint(corner));
float maxX = screenCorners.Max(corner => corner.x);
float minX = screenCorners.Min(corner => corner.x);
float maxY = screenCorners.Max(corner => corner.y);
float minY = screenCorners.Min(corner => corner.y);
Vector3 topRight = new Vector3(maxX,maxY,0);
Vector3 topLeft = new Vector3(minX,0);
Vector3 bottomRight = new Vector3(maxX,minY,0);
Vector3 bottomLeft = new Vector3(minX,0);
left.position = topLeft;
top.position = topRight;
right.position = bottomRight;
bottom.position = bottomLeft;
}
,
如果上面的代码不起作用,下面是从中提取的代码
http://quill18.com/unity_tutorials/unit_selection/
函数输入:任何在屏幕上可见的渲染。
输出:可用于画布的二维矩形边界
static Rect RendererBoundsInScreenSpace(Renderer r) {
// This is the space occupied by the object's visuals
// in WORLD space.
Bounds bigBounds = r.bounds;
if(screenSpaceCorners == null)
screenSpaceCorners = new Vector3[8];
Camera theCamera = Camera.main;
// For each of the 8 corners of our renderer's world space bounding box,// convert those corners into screen space.
screenSpaceCorners[0] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x + bigBounds.extents.x,bigBounds.center.y + bigBounds.extents.y,bigBounds.center.z + bigBounds.extents.z ) );
screenSpaceCorners[1] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x + bigBounds.extents.x,bigBounds.center.z - bigBounds.extents.z ) );
screenSpaceCorners[2] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x + bigBounds.extents.x,bigBounds.center.y - bigBounds.extents.y,bigBounds.center.z + bigBounds.extents.z ) );
screenSpaceCorners[3] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x + bigBounds.extents.x,bigBounds.center.z - bigBounds.extents.z ) );
screenSpaceCorners[4] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x - bigBounds.extents.x,bigBounds.center.z + bigBounds.extents.z ) );
screenSpaceCorners[5] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x - bigBounds.extents.x,bigBounds.center.z - bigBounds.extents.z ) );
screenSpaceCorners[6] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x - bigBounds.extents.x,bigBounds.center.z + bigBounds.extents.z ) );
screenSpaceCorners[7] = theCamera.WorldToScreenPoint( new Vector3( bigBounds.center.x - bigBounds.extents.x,bigBounds.center.z - bigBounds.extents.z ) );
// Now find the min/max X & Y of these screen space corners.
float min_x = screenSpaceCorners[0].x;
float min_y = screenSpaceCorners[0].y;
float max_x = screenSpaceCorners[0].x;
float max_y = screenSpaceCorners[0].y;
for (int i = 1; i < 8; i++) {
if(screenSpaceCorners[i].x < min_x) {
min_x = screenSpaceCorners[i].x;
}
if(screenSpaceCorners[i].y < min_y) {
min_y = screenSpaceCorners[i].y;
}
if(screenSpaceCorners[i].x > max_x) {
max_x = screenSpaceCorners[i].x;
}
if(screenSpaceCorners[i].y > max_y) {
max_y = screenSpaceCorners[i].y;
}
}
return Rect.MinMaxRect( min_x,min_y,max_x,max_y );
}
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