Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseThe barycentric coordinate of the triangle we hit.
This lets you interpolate any of the vertex data along the 3 axes.
using UnityEngine;
public class Example : MonoBehaviour { // Attach this script to a camera and it will // draw a debug line pointing outward from the normal void Update() { // Only if we hit something, do we continue RaycastHit hit;
if (!Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit)) { return; }
// Just in case, also make sure the collider also has a renderer // material and texture MeshCollider meshCollider = hit.collider as MeshCollider; if (meshCollider == null || meshCollider.sharedMesh == null) { return; }
Mesh mesh = meshCollider.sharedMesh; Vector3[] normals = mesh.normals; int[] triangles = mesh.triangles;
// Extract local space normals of the triangle we hit Vector3 n0 = normals[triangles[hit.triangleIndex * 3 + 0]]; Vector3 n1 = normals[triangles[hit.triangleIndex * 3 + 1]]; Vector3 n2 = normals[triangles[hit.triangleIndex * 3 + 2]];
// interpolate using the barycentric coordinate of the hitpoint Vector3 baryCenter = hit.barycentricCoordinate;
// Use barycentric coordinate to interpolate normal Vector3 interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z; // normalize the interpolated normal interpolatedNormal = interpolatedNormal.normalized;
// Transform local space normals to world space Transform hitTransform = hit.collider.transform; interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);
// Display with Debug.DrawLine Debug.DrawRay(hit.point, interpolatedNormal); } }