raycasting

Using Layers and Bitmask with Raycast in Unity

最后都变了- 提交于 2019-11-26 06:02:55
问题 Unity\'s Raycast functions has a parameter you could use to raycast to a particular GameObject. You can also use that parameter to ignore particular GameObject. For exmple the Raycast function: public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal); The layerMask parameter is used to specified which Objects should/should not

Ray Casting with different height size

北慕城南 提交于 2019-11-26 04:52:32
问题 I have a java project who makes the \"windows\' maze\" and use the ray casting algorithm. Here\'s a screenshot : Like you can see all the walls have the same height size. I would like to do the same but with different height size private void castRay(int xOnScreen,double angle,double direction) { R rx = castRayInX(angle,direction); R ry = castRayInY(angle,direction); // In case of out-of-space rays if (rx.getDistance()==Double.MAX_VALUE && ry.getDistance()==Double.MAX_VALUE) { graphics

How to implement 2D raycasting light effect in GLSL

邮差的信 提交于 2019-11-26 03:59:35
问题 This was originally asked by @sydd here. I was curious about it so I try to code it but It was closed/deleted before I could answer so here it is. Question: How to reproduce/implement this 2D ray casting lighting effect in GLSL ? The effect itself cast rays from mouse position to every direction, accumulating background map alpha and colors affecting the pixels strength. So the input should be: mouse position background RGBA map texture 回答1: Background map Ok I created a test RGBA map as 2