position | 您想要找到最近点的的位置。 |
Vector3 与指定位置最接近的碰撞体上的点。
返回碰撞体上与给定位置最接近的点。
此方法计算碰撞体上与世界中 3D 位置最接近的点。在下面的示例中,closestPoint
是碰撞体上的点,location
是 3D 空间中的点。如果 location
位于碰撞体中,则 closestPoint
位于内部。如果碰撞体被禁用,则该方法将返回输入 position
。
注意:与 ClosestPointOnBounds 的区别在于,返回的点实际上位于碰撞体上,而不是位于碰撞体的边界上。(bounds 是包围碰撞体的盒子。)
using UnityEngine;
// Note that closestPoint is based on the surface of the collider // and location represents a point in 3d space. // The gizmos work in the editor. // // Create an origin-based cube and give it a scale of (1, 0.5, 3). // Change the BoxCollider size to (0.8, 1.2, 0.8). This means that // collisions will happen when a GameObject gets close to the BoxCollider. // The ShowClosestPoint.cs script shows spheres that display the location // and closestPoint. Try changing the BoxCollider size and the location // values.
// Attach this to a GameObject that has a Collider component attached public class ShowClosestPoint : MonoBehaviour { public Vector3 location;
public void OnDrawGizmos() { var collider = GetComponent<Collider>();
if (!collider) { return; // nothing to do without a collider }
Vector3 closestPoint = collider.ClosestPoint(location);
Gizmos.DrawSphere(location, 0.1f); Gizmos.DrawWireSphere(closestPoint, 0.1f); } }
注意:与 Physics.ClosestPoint 相同,但不允许传递自定义位置和旋转。相反,它使用碰撞体的位置。