Legacy Documentation: Version 4.6.2
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RaycastHit.barycentricCoordinate

Suggest a change

Success!

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.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var barycentricCoordinate: Vector3;
public Vector3 barycentricCoordinate;
public barycentricCoordinate as Vector3

Description

The 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); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        RaycastHit hit;
        if (!Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit))
            return;
        
        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;
        Vector3 n0 = normals[triangles[hit.triangleIndex * 3 + 0]];
        Vector3 n1 = normals[triangles[hit.triangleIndex * 3 + 1]];
        Vector3 n2 = normals[triangles[hit.triangleIndex * 3 + 2]];
        Vector3 baryCenter = hit.barycentricCoordinate;
        Vector3 interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z;
        interpolatedNormal = interpolatedNormal.normalized;
        Transform hitTransform = hit.collider.transform;
        interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);
        Debug.DrawRay(hit.point, interpolatedNormal);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		hit as RaycastHit
		if not Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), ):
			return
		meshCollider as MeshCollider = (hit.collider as MeshCollider)
		if (meshCollider == null) or (meshCollider.sharedMesh == null):
			return
		mesh as Mesh = meshCollider.sharedMesh
		normals as (Vector3) = mesh.normals
		triangles as (int) = mesh.triangles
		n0 as Vector3 = normals[triangles[((hit.triangleIndex * 3) + 0)]]
		n1 as Vector3 = normals[triangles[((hit.triangleIndex * 3) + 1)]]
		n2 as Vector3 = normals[triangles[((hit.triangleIndex * 3) + 2)]]
		baryCenter as Vector3 = hit.barycentricCoordinate
		interpolatedNormal as Vector3 = (((n0 * baryCenter.x) + (n1 * baryCenter.y)) + (n2 * baryCenter.z))
		interpolatedNormal = interpolatedNormal.normalized
		hitTransform as Transform = hit.collider.transform
		interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal)
		Debug.DrawRay(hit.point, interpolatedNormal)