方法一: public class WorldToCanvas { public static Vector2 Compute(RectTransform rectTransform, Camera wordCamera, Camera UIcamera, Transform game) { &nbs... 【Unity】稍微说一下关于各种坐标的转换。比如WorldToScreenPoint 之前写了一篇关于在物体头顶上显示名字的随笔。 估计难懂的点就在各种坐标的转换。
Debug.Log("FINGER DOWN"); prevPointWorldSpace = theCam.ScreenToWorldPoint(data.position ); } publicvoid OnDrag (PointerEventDatadata) { thisPointWorldSpace = theCam.ScreenToWorldPoint(data.position ); realWorldTravel = thisPointWorldSpace - prevPointWorldSpace; _processRealWorldtravel(); prevP...
//this is wrong solution, so i think the worldtoscreenpoint function should was used by gameobject in the world not mouse position Debug.Log(string.Format("wtoscreen postion is x :{0}, y: {1}; and mouse position is x :{2}, y:{3}", wtoscreen.x, wtoscreen.y, position.x, posit...
(screenCenter, aRRaycastHits) && aRRaycastHits.Count >0) { ARRaycastHit hit = aRRaycastHits[0]; hitPosition = hit.pose.position; }#elifWINDOWS_UWP || UNITY_WSARaycastHit hit;if(this.TryGazeHitTest(outhit)) { hitPosition = hit.point; }#endifQuaternion rotation = Quaternion.AngleAxis(0...
worldToClip = camera.projectionMatrix * camera.worldToCameraMatrix; viewport = camera.pixelRect; screen = screenHeight; } public Vector2 WorldToScreenPoint(Vector3 point) { Vector3 clip = worldToClip.MultiplyPoint(point); return new Vector2( viewport.x + (1.0f + clip.x) * viewport.width ...
🔔 The following code is based on mediapipe/examples/desktop/examples/hello_world/hello_world.cc. 🔔 You can use Tutorial/Hello World as a template. Send input To run the Calculators provided by MediaPipe, we usually need to initialize a CalculatorGraph, so let's do that first! 🔔 Eac...
We can use the WorldToScreenPoint() method to map the desired in-game position to screen space. Code: /// /// Initialize the label for the bounding box /// /// private void InitializeLabel() { // Set the label text textContent.text = $"{text.name}: {(info....
Unlike Virtual Reality (VR), which immerses users in a completely virtual environment, or Augmented Reality (AR), which overlays digital information onto the physical world, MR allows users to interact with digital objects as if they were part of the real world. This seamless integration creates...
//平行光源#if defined (SHADOWS_SCREEN)// 非屏幕空间的shadow map#ifdefined(UNITY_NO_SCREENSPACE_SHADOWS)#defineTRANSFER_SHADOW(a)a._ShadowCoord=mul(unity_WorldToShadow[0],mul(unity_ObjectToWorld,v.vertex));#else#defineTRANSFER_SHADOW(a)a._ShadowCoord=ComputeScreenPos(a.pos);#endif#endif//...
This feature further declutters the interface and allows you to concentrate exclusively on the elements that are currently important, ensuring that none of the available screen real estate is occupied by irrelevant data. Inline Access Buttons To streamline the process further, we've integrated ...