using UnityEngine;
namespace SLSUtilities.General
{
public static class SpaceConverter
{
///
/// 世界坐标转换为屏幕坐标
///
/// 屏幕坐标
/// 用于转换的摄像机
///
public static Vector3 WorldPointToScreenPoint(Vector3 worldPoint, Camera worldCamera)
{
// Camera.main 世界摄像机
Vector3 screenPoint = worldCamera.WorldToScreenPoint(worldPoint);
return screenPoint;
}
///
/// 世界坐标转换为归一化屏幕坐标 (0-1)
///
///
///
///
public static Vector2 WorldPointToNormalizedScreenPoint(Vector3 worldPoint, Camera worldCamera)
{
Vector2 screenPoint = WorldPointToScreenPoint(worldPoint, worldCamera);
Vector2 normalizedScreenPoint = new Vector2(screenPoint.x / Screen.width, screenPoint.y / Screen.height);
return normalizedScreenPoint;
}
///
/// 屏幕坐标转换为世界坐标
///
/// 屏幕坐标
/// 距离摄像机 Z 平面的距离
/// 用于转换的摄像机
///
public static Vector3 ScreenPointToWorldPoint(Vector2 screenPoint, float planeZ, Camera worldCamera)
{
// Camera.main 世界摄像机
Vector3 position = new Vector3(screenPoint.x, screenPoint.y, planeZ);
Vector3 worldPoint = worldCamera.ScreenToWorldPoint(position);
return worldPoint;
}
public static Vector2 WorldPointToUILocalPoint(RectTransform rt, Vector3 worldPosition, Camera worldCamera, Camera uiCamera)
{
// 将世界坐标转换为屏幕坐标
var screenPosition = WorldPointToScreenPoint(worldPosition, worldCamera);
// 将屏幕坐标转换为 UGUI 坐标
Vector2 localPoint = ScreenPointToUILocalPoint(rt, screenPosition, uiCamera);
return localPoint;
}
public static Vector3 WorldPointToUIPoint(RectTransform rt, Vector3 worldPosition, Camera worldCamera, Camera uiCamera)
{
// 将世界坐标转换为屏幕坐标
var screenPosition = WorldPointToScreenPoint(worldPosition, worldCamera);
// 将屏幕坐标转换为 UGUI 坐标
Vector3 uiPoint = ScreenPointToUIPoint(rt, screenPosition, uiCamera);
return uiPoint;
}
// RectTransformUtility.WorldToScreenPoint
// RectTransformUtility.ScreenPointToWorldPointInRectangle
// RectTransformUtility.ScreenPointToLocalPointInRectangle
// 上面三个坐标转换的方法使用 Camera 的地方
// 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 传递参数 canvas.worldCamera
// 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 传递参数 null
// UI 坐标转换为屏幕坐标
public static Vector2 UIPointToScreenPoint(Vector3 worldPoint, Camera uiCamera)
{
Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(uiCamera, worldPoint);
return screenPoint;
}
// 屏幕坐标转换为 UGUI 坐标
public static Vector3 ScreenPointToUIPoint(RectTransform rt, Vector2 screenPoint, Camera uiCamera)
{
//UI屏幕坐标转换为世界坐标
// 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 uiCamera 不能为空
// 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 uiCamera 可以为空
RectTransformUtility.ScreenPointToWorldPointInRectangle(rt, screenPoint, uiCamera, out Vector3 globalMousePos);
// 转换后的 globalMousePos 使用下面方法赋值
// target 为需要使用的 UI RectTransform
// rt 可以是 target.GetComponent(), 也可以是 target.parent.GetComponent()
// target.transform.position = globalMousePos;
return globalMousePos;
}
// 屏幕坐标转换为 UGUI RectTransform 的 anchoredPosition
public static Vector2 ScreenPointToUILocalPoint(RectTransform parentRT, Vector2 screenPoint, Camera uiCamera)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRT, screenPoint, uiCamera, out Vector2 localPos);
// 转换后的 localPos 使用下面方法赋值
// target 为需要使用的 UI RectTransform
// parentRT 是 target.parent.GetComponent()
// 最后赋值 target.anchoredPosition = localPos;
return localPos;
}
}
}