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- RaycastHit hit;
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- Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
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- if (Physics.Raycast(ray, out hit, 100))
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- {
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- //拾取三角面前提是物体含有一个MeshCollider碰撞器
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- MeshCollider collider = hit.collider as MeshCollider;
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- if (collider == null||collider.sharedMesh==null)
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- return;
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- //获取碰撞器所在物体的Mesh网格
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- Mesh mesh0 = collider.sharedMesh;
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- //获取Mesh网格的所有顶点
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- Vector3[] vertices = mesh0.vertices;
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- //获取mesh的三角形索引,这里的索引的就是模型顶点数组的下标
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- int[] triangles = mesh0.triangles;
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- //然后通过hit.triangleIndex(摄像碰撞到的三角形的第一个点的索引)
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- //然后+1 ,+2,获取三角形另外两个点的坐标
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- Vector3 p0 = vertices[triangles[hit.triangleIndex * 3]];
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- Vector3 p1 = vertices[triangles[hit.triangleIndex * 3 + 1]];
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- Vector3 p2 = vertices[triangles[hit.triangleIndex * 3 + 2]];
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- Transform transform = collider.transform;
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- //上面的三个顶点是Mesh的本地坐标,需要用模型的Transform进行转换到世界坐标
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- p0 = transform.TransformPoint(p0);
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- p1 = transform.TransformPoint(p1);
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- p2 = transform.TransformPoint(p2);
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- //然后设置三个小球的位置到这个三个点,方便调试,呵呵!
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- GameObject.Find(“Sphere1”).transform.position = p0;
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- GameObject.Find(“Sphere2”).transform.position = p1;
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- GameObject.Find(“Sphere3”).transform.position = p2;
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- }
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