Fix typos

This commit is contained in:
Marcello 2021-09-20 19:35:32 +02:00
parent 76550dfa3c
commit 5c0799df7f
118 changed files with 1150 additions and 1602 deletions

View file

@ -1,6 +1,6 @@
# Raycasting Notes
A raycast is conceptually like a laser beam that is fired from a point in space along a particular directuin. Any object making contact with the beam can be detected and reported.
A raycast is conceptually like a laser beam that is fired from a point in space along a particular direction. Any object making contact with the beam can be detected and reported.
## 3D Raycasting
@ -16,13 +16,13 @@ void Update()
hitInfo.transform // transform og the hit object
hitInfo.collider.gameObject // reference to the object hit by the ray
hitInfo.collider.gameObject // reference to the object hit by the ray
hitInfo.normal // normal bector og the hit surface
hitInfo.normal // normal vector og the hit surface
hitInfo.point // actual point of collision
// static method, object must haave a collider dot the collision to happen, returns a BOOL
// static method, object must have a collider dot the collision to happen, returns a BOOL
Physics.Raycast(ray, out hitInfo); // update hitInfo based on ray collisions
Physics.Raycast(ray, out hitInfo, float maxRayDistance); // limit the ray length
Physics.Raycast(ray, out hitInfo, Mask mask); // specify with which layers the ray can interact, layer must be allpied to object's mask
Physics.Raycast(ray, out hitInfo, Mask mask); // specify with which layers the ray can interact, layer must be applied to object's mask
Physics.Raycast(ray, out hitInfo, Mask mask, QueryTriggerInteraction.Ignore); // ignore collision if "is trigger" is enabled on other objects
// detect a collision
@ -30,12 +30,12 @@ void Update()
{
//collision happened
// draw the ray ingame for debuggng
// draw the ray in game for debugging
Debug.DrawLine(ray.origin, hitInfo.point, Color.red); // draw red line if collision happens
}
else
{
Debug.DrawLine(ray.origin, ray.origin + ray.direction * 100, Color.blue); // draw blue line if collision happens, arrival point is 100 units from the origin sinche the ray goes to infinity
Debug.DrawLine(ray.origin, ray.origin + ray.direction * 100, Color.blue); // draw blue line if collision happens, arrival point is 100 units from the origin since the ray goes to infinity
}
}
```
@ -47,8 +47,8 @@ public Camera gameCamera;
void Update()
{
// ray goint ftom cametra through a screen point
Ray ray = gameCamera.ScreenPointToRay(Input.mousePosition); // Input.mousePosition is the postion of the mouse in pixels (screen points)
// ray going from camera through a screen point
Ray ray = gameCamera.ScreenPointToRay(Input.mousePosition); // Input.mousePosition is the position of the mouse in pixels (screen points)
RaycastHit hitInfo; // place pointed by the mouse
Physics.Raycast(ray, out hitInfo) // update pointed position
@ -61,12 +61,12 @@ void Update()
void Start()
{
Physisc2D.queriesStartColliders = false; // avoid collision with collider of the ray generator gameObject
Physics2D.queriesStartColliders = false; // avoid collision with collider of the ray generator gameObject
}
void Update()
{
// returns a RaycastHit2D, needs an origin and direction separatedly
// returns a RaycastHit2D, needs an origin and direction separately
Raycast2D hitInfo = Physics2D.Raycast(Vector2 origin, Vector2 direction);
Raycast2D hitInfo = Physics2D.Raycast(Vector2 origin, Vector2 direction, float maxRayDistance);
Raycast2D hitInfo = Physics2D.Raycast(Vector2 origin, Vector2 direction, float maxRayDistance);