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Camera.ViewportPointToRay

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public function ViewportPointToRay(position: Vector3): Ray;
public Ray ViewportPointToRay(Vector3 position);
public def ViewportPointToRay(position as Vector3) as Ray

Description

ビューポート座標を介して、カメラからレイを飛ばします。

結果として得られたレイはワールド空間でカメラの近平面から始まり positionの(x,y)はビューポート上のものと同じ座標値です。(position.zは無視されます) Viewport coordinates are normalized and relative to the camera. The bottom-left of the camera is (0,0); the top-right is (1,1).

	// Prints the name of the object camera is directly looking at

	function Update () {
		// Get the ray going through the center of the screen
		var ray : Ray = camera.ViewportPointToRay (Vector3(0.5,0.5,0));
		// Do a raycast
		var hit : RaycastHit;
		if (Physics.Raycast (ray, hit))
			print ("I'm looking at " + hit.transform.name);
		else
			print ("I'm looking at nothing!");
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        Ray ray = camera.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit))
            print("I'm looking at " + hit.transform.name);
        else
            print("I'm looking at nothing!");
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		ray as Ray = camera.ViewportPointToRay(Vector3(0.5F, 0.5F, 0))
		hit as RaycastHit
		if Physics.Raycast(ray, ):
			print(('I\'m looking at ' + hit.transform.name))
		else:
			print('I\'m looking at nothing!')