Unity3d 射线射到的点在物体的哪个方向(面)上

  /// <summary>
    /// 某个点在物体的哪个方向(面)上
    /// </summary>
    /// <param name="raycastHitGameObject">射线检测到的物体</param>
    /// <param name="hitPoint">射线与物体交叉的位置</param>
    /// <returns></returns>
    public static Vector3 GetDirect(GameObject raycastHitGameObject, Vector3 hitPoint)
    {

        //转换为物体本身的坐标
        Vector3 _localPos = raycastHitGameObject.transform.InverseTransformPoint(hitPoint).normalized;
        Vector3 localPos = new Vector3(Mathf.Abs(_localPos.x), Mathf.Abs(_localPos.y), Mathf.Abs(_localPos.z));
        if (localPos.x >= localPos.y && localPos.x >= localPos.z)
        {
            _localPos = new Vector3(_localPos.x > 0 ? 1 : -1, 0, 0);
        }
        else if (localPos.y > localPos.x && localPos.y >= localPos.z)
        {
            _localPos = new Vector3(0, _localPos.y > 0 ? 1 : -1, 0);
        }
        else
        {
            _localPos = new Vector3(0, 0, _localPos.z > 0 ? 1 : -1);
        }
        return _localPos;
    }

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转载自blog.csdn.net/lizhenxiqnmlgb/article/details/80443185