获取飞机上的最近点

问题描述 投票:2回答:2

所以我有这个地形,并有一个垂直的平面设置,现在我想把这两个意思结合起来,把平面的顶点移动到地形上最接近的顶点。我画了一张图来说明我的 心声. 最终的结果是地形看起来会有一些厚度。

我还需要 点的投影

我在以前的帖子里找到了这个代码。

    float distance = PointToPlaneDistance(smallObj.transform.position, wall.transform.position, wallNormal);

    private float PointToPlaneDistance(Vector3 pointPosition, Vector3 planePosition, Vector3 planeNormal)
    {
        float sb, sn, sd;

        sn = -Vector3.Dot(planeNormal, (pointPosition - planePosition));
        sd = Vector3.Dot(planeNormal, planeNormal);
        sb = sn / sd;

        Vector3 result = pointPosition + sb * planeNormal;
        return Vector3.Distance(pointPosition, result);
    }
这里的结果向量是最接近的点(我想!)但是平面法线是什么?Unity有一个内置的mesh.normals,它给出了地形的所有表面法线。我在这里应该使用哪一个?
unity3d
2个回答
3
投票

我希望这将有助于。

public static Vector3 ProjectPointOnPlane(Vector3 planeNormal, Vector3 planePoint, Vector3 point){

    float distance;
    Vector3 translationVector;

    //First calculate the distance from the point to the plane:
    distance = SignedDistancePlanePoint(planeNormal, planePoint, point);

    //Reverse the sign of the distance
    distance *= -1;

    //Get a translation vector
    translationVector = SetVectorLength(planeNormal, distance);

    //Translate the point to form a projection
    return point + translationVector;
}



//Get the shortest distance between a point and a plane. The output is signed so it holds information
//as to which side of the plane normal the point is.
public static float SignedDistancePlanePoint(Vector3 planeNormal, Vector3 planePoint, Vector3 point){

    return Vector3.Dot(planeNormal, (point - planePoint));
}



//create a vector of direction "vector" with length "size"
public static Vector3 SetVectorLength(Vector3 vector, float size){

    //normalize the vector
    Vector3 vectorNormalized = Vector3.Normalize(vector);

    //scale the vector
    return vectorNormalized *= size;
}

对于更多有用的3D数学看这里。https:/github.comGregLukosek3DMath。


0
投票
Vector3 v_FindPointOnPlaneWithRayCast(Plane i_plane, Vector3 i_target)
{
    Vector3 vectorFind = new Vector3();

    Ray ray = new Ray(i_target, Vector3.forward);
    float enter = 0.0f;
    if (i_plane.Raycast(ray, out enter))
    {
        Vector3 hitPoint = ray.GetPoint(enter);
        vectorFind = hitPoint;
    }
    else
    {
        ray = new Ray(i_target, -Vector3.forward);
        if (i_plane.Raycast(ray, out enter))
        {
            Vector3 hitPoint = ray.GetPoint(enter);
            vectorFind = hitPoint;
        }
    }
    return vectorFind;
}
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