RaycastHit.barycentricCoordinatevar barycentricCoordinate : Vector3DescriptionThe barycentric coordinate of the triangle we hit. This lets you interpolate any of the vertex data along the 3 axes. // Attach this script to a camera and it will
// draw a debug line pointing outward from the normal function Update () { // Only if we hit something, do we continue var hit : RaycastHit; if (!Physics.Raycast (Camera.main.ScreenPointToRay(Input.mousePosition), hit)) return; // Just in case, also make sure the collider also has a renderer // material and texture var meshCollider = hit.collider as MeshCollider; if (meshCollider == null || meshCollider.sharedMesh == null) return; var mesh : Mesh = meshCollider.sharedMesh; var normals = mesh.normals; var triangles = mesh.triangles; // Extract local space normals of the triangle we hit var n0 = normals[triangles[hit.triangleIndex * 3 + 0]]; var n1 = normals[triangles[hit.triangleIndex * 3 + 1]]; var n2 = normals[triangles[hit.triangleIndex * 3 + 2]]; // interpolate using the barycentric coordinate of the hitpoint var baryCenter = hit.barycentricCoordinate; // Use barycentric coordinate to interpolate normal var interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z; // normalize the interpolated normal interpolatedNormal = interpolatedNormal.normalized; // Transform local space normals to world space var hitTransform : Transform = hit.collider.transform; interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal); // Display with Debug.DrawLine Debug.DrawRay(hit.point, interpolatedNormal); } |
