// found point numbers, now find interpolation value between the two middle points i = Mathf.InverseLerp(distances[p1n],distances[p2n],dist); if (smoothRoute) { // smooth catmull-rom calculation between the two relevant points // get indices for the surrounding 2 points, because // four ...
public float GetDistanceToPoint(Vector3 point) { return Vector3.Dot(m_Normal, point) + m_Distance; } // Is a point on the positive side of the plane? public bool GetSide(Vector3 point) { return Vector3.Dot(m_Normal, point) + m_Distance > 0.0F; } // Are two points on the ...
// This is used when you want a character to move in the direction it's // facing, no matter its rotation. You need to convert the meaning of // this vector from local space (0,0,1) to world space, // and for that you can use TransformDirection and assign that vector // to ...
A Vector3 is simply a three-dimensional vector; in other words, it’s nothing more than three points—just X, Y and Z. Through these three simple values, you can set an object’s location and even move an object in the direction of a vector. Components You add functionality to Game...
Flip Makes the plane face in the opposite direction. GetDistanceToPoint Returns a signed distance from plane to point. GetSide Is a point on the positive side of the plane? Raycast Intersects a ray with the plane. SameSide Are two points on the same side of the plane? Set3Points Sets ...
A normal is just a vector that represents the direction that the vertex is facing. Now if you save and return to Unity and play with the "Extrude Amount" value, you should see an effect like this: We can even animate these properties: v2f vertexFunction (appdata IN) { v2f OUT; IN...
In Local coordinates, the Y axis points in the upward direction of the cube. In Global coordinates, the Y axis points in the upward direction of the world. 选择要展开的图像 1. Create a stack with different coordinate systems. Select the Cube GameObject in the Hierarchy window and duplicate ...
PhysicMaterial.frictionDirection2 Property UnityEngine removed 5.2.1 PhysicMaterial.staticFriction2 Property UnityEngine removed 5.2.1 Physics2D.raycastsStartInColliders Property UnityEngine removed 5.2.1 Resources.LoadAssetAtPath Method UnityEngine removed 5.2.1 BaseVertexEffect Class UnityEngine.UI removed 5....
Each vertex can contain information, such as a colour, the direction it points towards (called normal) and some coordinates to map textures onto it (called UV data). Models cannot be rendered without a material. Materials are wrappers which contain a shader and the values for its properties....
InverseLerp(distances[p1n], distances[p2n], dist); // smooth catmull-rom calculation between the two relevant points // get indices for the surrounding 2 points, because // four points are required by the catmull-rom function p0n = ((point - 2) + numPoints) % numPoints; p3n = (...