原文链接
正文
【Unity UGUI】屏幕坐标转换
Unity 的 RectTransformUtility 函数里面提供了常用的坐标系之间的转换关系。
因为 RectTransformUtility 里面提供的函数是环形结构,所以 屏幕坐标、 UGUI 坐标、世界坐标 三者之间可以相互转换。
由于函数都需要用到场景相机和 UGUI 相机,所以定义 两个 相机变量。
/// <summary>
/// 场景相机
/// </summary>
public static Camera ScenceCamera;
/// <summary>
/// UGUI相机
/// </summary>
public static Camera UGUICamera;
下面开始看坐标系之间的转换接口。
世界坐标->屏幕坐标
WorldToScreenPoint
/// <summary>
/// 世界坐标转屏幕坐标
/// </summary>
/// <param name="position"></param>
/// <returns></returns>
public static Vector2 WorldToScreenPoint(Vector3 worldPoint)
{
return RectTransformUtility.WorldToScreenPoint(ScenceCamera, worldPoint);
}
/// <summary>
/// 世界坐标转屏幕坐标
/// </summary>
/// <param name="camera"></param>
/// <param name="position"></param>
/// <returns></returns>
public static Vector2 WorldToScreenPoint(Camera cam, Vector3 worldPoint)
{
return RectTransformUtility.WorldToScreenPoint(cam, worldPoint);
}
@ShaderJoy:
注意:现在这个函数在
RectTransformUtility中找不到了, 只找到了 Camera.WorldToScreenPoint
WorldToViewportPoint
@ShaderJoy:
屏幕坐标->世界坐标
ScreenPointToWorldPointInRectangle
/// <summary>
/// 屏幕坐标转世界坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="worldPoint"></param>
/// <returns></returns>
public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector3 worldPoint)
{
return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, UGUICamera, out worldPoint);
}
/// <summary>
/// 屏幕坐标转世界坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="cam"></param>
/// <param name="worldPoint"></param>
/// <returns></returns>
public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector3 worldPoint)
{
return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, cam, out worldPoint);
}
具体案例
首先记录一下坐标,然后用 检测的 UI 坐标 减去 鼠标位置(要坐标转换一下) 会得到一个向量 然后去 乘上 扩散半径,回收的时候就是将终于开始记录的坐标赋值回去即可。
RectTransformUtility.ScreenPointToWorldPointInRectangle(
canvas.transform as RectTransform,
new Vector2(Input.mousePosition.x + inputUI.rect.width / 2,
Input.mousePosition.y + inputUI.rect.height / 2),
canvas.worldCamera,
out pos);
Vector2 targetPos = inputUI.anchoredPosition +
(i.Key.anchoredPosition - inputUI.anchoredPosition).normalized * radiateSize
屏幕坐标->UGUI坐标
ScreenPointToLocalPointInRectangle
/// <summary>
/// 屏幕坐标转某个 RectTransform 下的 localPosition 坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="localPoint"></param>
/// <returns></returns>
public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector2 localPoint)
{
return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, UGUICamera, out localPoint);
}
/// <summary>
/// 屏幕坐标转某个 RectTransform 下的 localPosition 坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="cam"></param>
/// <param name="localPoint"></param>
/// <returns></returns>
public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector2 localPoint)
{
return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, cam, out localPoint);
}
UGUI坐标->世界坐标
transform.position 就是 UGUI 下面的世界坐标,不用转换
UGUI坐标->屏幕坐标
UGUI坐标->世界坐标->屏幕坐标
世界坐标->UGUI坐标
世界坐标->屏幕坐标-> UGUI坐标
完整代码
TransformUtility.cs
using UnityEngine;
public class TransformUtility
{
/// <summary>
/// 场景相机
/// </summary>
public static Camera ScenceCamera;
/// <summary>
/// UGUI相机
/// </summary>
public static Camera UGUICamera;
#region 世界坐标转屏幕坐标
/// <summary>
/// 世界坐标转屏幕坐标
/// </summary>
/// <param name="position"></param>
/// <returns></returns>
public static Vector2 WorldToScreenPoint(Vector3 worldPoint)
{
return RectTransformUtility.WorldToScreenPoint(ScenceCamera, worldPoint);
}
/// <summary>
/// 世界坐标转屏幕坐标
/// </summary>
/// <param name="camera"></param>
/// <param name="position"></param>
/// <returns></returns>
public static Vector2 WorldToScreenPoint(Camera cam, Vector3 worldPoint)
{
return RectTransformUtility.WorldToScreenPoint(cam, worldPoint);
}
#endregion
#region 屏幕坐标转世界坐标
/// <summary>
/// 屏幕坐标转世界坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="worldPoint"></param>
/// <returns></returns>
public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector3 worldPoint)
{
return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, UGUICamera, out worldPoint);
}
/// <summary>
/// 屏幕坐标转世界坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="cam"></param>
/// <param name="worldPoint"></param>
/// <returns></returns>
public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector3 worldPoint)
{
return RectTransformUtility.ScreenPointToWorldPointInRectangle(rect, screenPoint, cam, out worldPoint);
}
#endregion
#region 屏幕坐标转 UGUI 坐标
/// <summary>
/// 屏幕坐标转某个 RectTransform 下的 localPosition 坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="localPoint"></param>
/// <returns></returns>
public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, out Vector2 localPoint)
{
return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, UGUICamera, out localPoint);
}
/// <summary>
/// 屏幕坐标转某个 RectTransform 下的 localPosition 坐标
/// </summary>
/// <param name="rect"></param>
/// <param name="screenPoint"></param>
/// <param name="cam"></param>
/// <param name="localPoint"></param>
/// <returns></returns>
public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector2 localPoint)
{
return RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPoint, cam, out localPoint);
}
#endregion
}