/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using UnityEngine; namespace Oculus.Interaction { public class ConeUtils { public static bool RayWithinCone(Ray ray, Vector3 position, float apertureDegrees) { float minDotProductThreshold = Mathf.Cos(apertureDegrees * Mathf.Deg2Rad); var vectorToInteractable = position - ray.origin; var distanceToInteractable = vectorToInteractable.magnitude; if (Mathf.Abs(distanceToInteractable) < 0.001f) return true; vectorToInteractable /= distanceToInteractable; var dotProduct = Vector3.Dot(vectorToInteractable, ray.direction); return dotProduct >= minDotProductThreshold; } } }