文章目录
- 起因
- 好奇
- 绘制 Vector3.ProjectOnPlane 的参数,与返回结果
- 绘制结果
- 定位作用、优化
- 完整脚本
- Project
- References
起因
之前偶然项目中看到过 API Vector3.ProjectOnPlane API
的使用
然在这篇文章也看到:Unity3d那些你不常用但确有其用的方法—Vector3.ProjectOnPlane,该作者使用的是将 UI 的面向和相机的 forward 正向的反向,有点 BB(Billboard)的功能想过
关于 BB,如果你感兴趣,可以参考我之前写的两篇:
- Unity Shader - Billboard 广告板/广告牌 - BB树,BB投影
- Unity Shader - Billboard火堆热扭曲
好奇
然后我就好奇,这个函数的作用是啥,返回的 Vector3
是什么位置
所以我就使用 Gizmos 来绘制查看
绘制 Vector3.ProjectOnPlane 的参数,与返回结果
// jave.lin 2021/11/13
// 绘制 project on plane 的 gizmosusing UnityEngine;public class DrawProjectOnPlaneGizmos : MonoBehaviour
{public Transform transForward;public Transform targetPos;private void OnDrawGizmos(){var forwardStart = transForward.position;var forwardEnd = forwardStart + transForward.forward;var srcCol = Gizmos.color;// forwardGizmos.color = Color.blue;Gizmos.DrawLine(forwardStart, forwardEnd);// point to target posvar p2pStart = forwardStart;var p2pEnd = targetPos.position;Gizmos.color = Color.yellow;Gizmos.DrawLine(p2pStart, p2pEnd);Vector3 projPos = Vector3.ProjectOnPlane(p2pEnd - p2pStart, transForward.forward);Gizmos.color = Color.green;Gizmos.DrawLine(forwardEnd, projPos);// jave.lin : 从 gizmos 视图上看:p2pEnd->projPos 平行与 transform.forwardGizmos.DrawLine(p2pEnd, projPos);Gizmos.color = srcCol;}
}
绘制结果
定位作用、优化
从上面的效果图可以看出来,Vector3.ProjectOnPlane(Vector3 vector, Vector3 planeNormal)
的作用就是 返回 vector
向量 相对 planeNormal
上的反向投影
先来看看 该 API Unity C# 的源码:
//// 摘要:// Projects a vector onto a plane defined by a normal orthogonal to the plane.//// 参数:// planeNormal:// The direction from the vector towards the plane.//// vector:// The location of the vector above the plane.//// 返回结果:// The location of the vector on the plane.public static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal){float num = Dot(planeNormal, planeNormal);if (num < Mathf.Epsilon){return vector;}float num2 = Dot(vector, planeNormal);return new Vector3(vector.x - planeNormal.x * num2 / num, vector.y - planeNormal.y * num2 / num, vector.z - planeNormal.z * num2 / num);}
我能吐槽的是,这运算量,和这可读性,真的不敢恭维~
那么,其实可以优化(减少一个除法):
private static Vector3 MyProjectOnPlane(Vector3 vector, Vector3 planeNormal){var dot = Vector3.Dot(vector, planeNormal);return vector + -planeNormal * dot;}
完整脚本
// jave.lin 2021/11/13
// 绘制 project on plane 的 gizmos
// 顺便优化using UnityEngine;public class DrawProjectOnPlaneGizmos : MonoBehaviour
{public Transform transForward;public Transform targetPos;private float forwardAddLength = 10.0f;public bool usingMyFunc = false;private void OnDrawGizmos(){var forwardStart = transForward.position;var forwardEnd = forwardStart + transForward.forward;var srcCol = Gizmos.color;// forwardGizmos.color = Color.blue;Gizmos.DrawLine(forwardStart, forwardEnd);Gizmos.DrawLine(forwardEnd, forwardEnd + transForward.forward * forwardAddLength);// point to target posvar p2pStart = forwardStart;var p2pEnd = targetPos.position;Gizmos.color = Color.yellow;Gizmos.DrawLine(p2pStart, p2pEnd);Vector3 projPos;if (usingMyFunc){projPos = MyProjectOnPlane(p2pEnd - p2pStart, transForward.forward);}else{projPos = Vector3.ProjectOnPlane(p2pEnd - p2pStart, transForward.forward);}Gizmos.color = Color.green;Gizmos.DrawLine(forwardEnd, projPos);// jave.lin : 从 gizmos 视图上看:p2pEnd->projPos 平行与 transform.forwardGizmos.color = Color.red;Gizmos.DrawLine(p2pEnd, projPos);Gizmos.color = srcCol;}private static Vector3 MyProjectOnPlane(Vector3 vector, Vector3 planeNormal){var dot = Vector3.Dot(vector, planeNormal); // 得到投影长度return vector + -planeNormal * dot; // planeNormal 的反向 * 投影长度}
}
Project
- TestingProjectOnPlane_AndOptimzie 提取码: mnxd
References
- Unity shader (hlsl) equivalent of Vector3.ProjectOnPlane - 写完 blog 后,发现 stackoverflow 上也有问,在 hlsl shader 上如何实现类似此函数的功能,也有人回答了